Compare any two graphics cards:
GeForce GTX 260 Core 216 vs GeForce GTX 460 SE
IntroThe GeForce GTX 260 Core 216 comes with clock speeds of 576 MHz on the GPU, and 999 MHz on the 896 MB of GDDR3 memory. It features 216 SPUs as well as 72 TAUs and 28 Rasterization Operator Units.Compare those specs to the GeForce GTX 460 SE, which features clock speeds of 650 MHz on the GPU, and 850 MHz on the 1024 MB of GDDR5 memory. It features 288 SPUs as well as 48 TAUs and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthIn theory, the GeForce GTX 260 Core 216 should be just a bit faster than the GeForce GTX 460 SE overall. (explain)
Texel RateThe GeForce GTX 260 Core 216 will be much (more or less 33%) more effective at anisotropic filtering than the GeForce GTX 460 SE. (explain)
Pixel RateThe GeForce GTX 460 SE is quite a bit (more or less 29%) more effective at FSAA than the GeForce GTX 260 Core 216, and should be able to handle higher resolutions better. (explain)
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. Price ComparisonPlease 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.
Specifications
Memory Bandwidth: Bandwidth is the max amount of information (in units of MB per second) that can be moved across the external memory interface in one second. The number is worked out by multiplying the bus width by its memory clock speed. If the card has DDR type RAM, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions. Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied in one second. This is worked out by multiplying the total amount of texture units by the core speed of the chip. The higher the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second. Pixel Rate: Pixel rate is the most pixels the graphics card can possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.
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