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GeForce GTX 295 vs GeForce GTX 460 SE

Intro

The GeForce GTX 295 uses a 55 nm design. nVidia has clocked the core frequency at 576 MHz. The GDDR3 RAM works at a speed of 999 MHz on this particular model. It features 240 SPUs along with 80 TAUs and 28 Rasterization Operator Units.

Compare those specs to the GeForce GTX 460 SE, which features core speeds of 650 MHz on the GPU, and 850 MHz on the 1024 MB of GDDR5 RAM. It features 288 SPUs as well as 48 Texture Address Units and 32 Rasterization Operator Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 460 SE 150 Watts
GeForce GTX 295 289 Watts
Difference: 139 Watts (93%)

Memory Bandwidth

Theoretically, the GeForce GTX 295 should perform much faster than the GeForce GTX 460 SE in general. (explain)

GeForce GTX 295 223776 MB/sec
GeForce GTX 460 SE 108800 MB/sec
Difference: 114976 (106%)

Texel Rate

The GeForce GTX 295 will be much (more or less 195%) faster with regards to AF than the GeForce GTX 460 SE. (explain)

GeForce GTX 295 92160 Mtexels/sec
GeForce GTX 460 SE 31200 Mtexels/sec
Difference: 60960 (195%)

Pixel Rate

If using a high resolution is important to you, then the GeForce GTX 295 is a better choice, by far. (explain)

GeForce GTX 295 32256 Mpixels/sec
GeForce GTX 460 SE 20800 Mpixels/sec
Difference: 11456 (55%)

Please note that the above 'benchmarks' are all just theoretical - the results were calculated based on the card's specifications, and real-world performance may (and probably will) vary at least a bit.

One or more cards in this comparison are multi-core. This means that their bandwidth, texel and pixel rates are theoretically doubled - this does not mean the card will actually perform twice as fast, but only that it should in theory be able to. Actual game benchmarks will give a more accurate idea of what it's capable of.

Price Comparison

Please note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.

GeForce GTX 295

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

GeForce GTX 460 SE

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce GTX 295 GeForce GTX 460 SE
Manufacturer nVidia nVidia
Year January 8, 2009 November 2010
Code Name G200b GF104
Fab Process 55 nm 40 nm
Bus PCIe x16 2.0 PCIe x16
Memory 896 MB (x2) 1024 MB
Core Speed 576 MHz (x2) 650 MHz
Shader Speed 1242 MHz (x2) 1300 MHz
Memory Speed 999 MHz (x2) 850 MHz
Unified Shaders 240 (x2) 288
Texture Mapping Units 80 (x2) 48
Render Output Units 28 (x2) 32
Bus Type GDDR3 GDDR5
Bus Width 448-bit (x2) 256-bit
DirectX Version DirectX 10 DirectX 11
OpenGL Version OpenGL 3.1 OpenGL 4.1
Power (Max TDP) 289 watts 150 watts
Shader Model 4.0 5.0
Bandwidth 223776 MB/sec 108800 MB/sec
Texel Rate 92160 Mtexels/sec 31200 Mtexels/sec
Pixel Rate 32256 Mpixels/sec 20800 Mpixels/sec

Memory Bandwidth: Bandwidth is the maximum amount of information (in units of MB per second) that can be transported past the external memory interface in a second. The number is worked out by multiplying the interface width by its memory speed. If the card has DDR type RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.

Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This number is worked out by multiplying the total number of texture units by the core speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.

Pixel Rate: Pixel rate is the most pixels the graphics card could possibly record to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.

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