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GeForce 9800 GX2 vs GeForce GTX 460 SE

Intro

The GeForce 9800 GX2 features a clock frequency of 600 MHz and a GDDR3 memory frequency of 1000 MHz. It also uses a 256-bit bus, and uses a 65 nm design. It is comprised of 128 SPUs, 64 Texture Address Units, and 16 ROPs.

Compare those specs to the GeForce GTX 460 SE, which makes use of a 40 nm design. nVidia has clocked the core speed at 650 MHz. The GDDR5 memory runs at a frequency of 850 MHz on this card. It features 288 SPUs along with 48 Texture Address Units and 32 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 460 SE 150 Watts
GeForce 9800 GX2 197 Watts
Difference: 47 Watts (31%)

Memory Bandwidth

In theory, the GeForce 9800 GX2 will be 18% faster than the GeForce GTX 460 SE overall, due to its higher data rate. (explain)

GeForce 9800 GX2 128000 MB/sec
GeForce GTX 460 SE 108800 MB/sec
Difference: 19200 (18%)

Texel Rate

The GeForce 9800 GX2 should be a lot (more or less 146%) better at AF than the GeForce GTX 460 SE. (explain)

GeForce 9800 GX2 76800 Mtexels/sec
GeForce GTX 460 SE 31200 Mtexels/sec
Difference: 45600 (146%)

Pixel Rate

The GeForce GTX 460 SE is a bit (about 8%) better at anti-aliasing than the GeForce 9800 GX2, and also will be capable of handling higher screen resolutions more effectively. (explain)

GeForce GTX 460 SE 20800 Mpixels/sec
GeForce 9800 GX2 19200 Mpixels/sec
Difference: 1600 (8%)

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 9800 GX2

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 9800 GX2 GeForce GTX 460 SE
Manufacturer nVidia nVidia
Year Mar 2008 November 2010
Code Name G92 GF104
Fab Process 65 nm 40 nm
Bus PCIe x16 2.0 PCIe x16
Memory 512 MB (x2) 1024 MB
Core Speed 600 MHz (x2) 650 MHz
Shader Speed 1500 MHz (x2) 1300 MHz
Memory Speed 1000 MHz (x2) 850 MHz
Unified Shaders 128 (x2) 288
Texture Mapping Units 64 (x2) 48
Render Output Units 16 (x2) 32
Bus Type GDDR3 GDDR5
Bus Width 256-bit (x2) 256-bit
DirectX Version DirectX 10 DirectX 11
OpenGL Version OpenGL 3.0 OpenGL 4.1
Power (Max TDP) 197 watts 150 watts
Shader Model 4.0 5.0
Bandwidth 128000 MB/sec 108800 MB/sec
Texel Rate 76800 Mtexels/sec 31200 Mtexels/sec
Pixel Rate 19200 Mpixels/sec 20800 Mpixels/sec

Memory Bandwidth: Bandwidth is the max amount of information (counted in MB per second) that can be moved across the external memory interface in a second. It's calculated by multiplying the interface width by its memory clock speed. If the card has DDR type memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.

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

Pixel Rate: Pixel rate is the most pixels the video card can possibly write to its local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.

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