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GeForce GTX 260 216SP 55 nm vs GeForce GTX 460 SE

Intro

The GeForce GTX 260 216SP 55 nm makes use of a 55 nm design. nVidia has clocked the core frequency at 576 MHz. The GDDR3 RAM is set to run at a speed of 999 MHz on this particular model. It features 216 SPUs along with 72 TAUs and 28 Rasterization Operator Units.

Compare that to the GeForce GTX 460 SE, which features GPU clock speed of 650 MHz, and 1024 MB of GDDR5 memory set to run at 850 MHz through a 256-bit bus. It also is comprised of 288 Stream Processors, 48 Texture Address Units, and 32 Raster Operation 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 260 216SP 55 nm 171 Watts
Difference: 21 Watts (14%)

Memory Bandwidth

Theoretically speaking, the GeForce GTX 260 216SP 55 nm should perform a little bit faster than the GeForce GTX 460 SE in general. (explain)

GeForce GTX 260 216SP 55 nm 111888 MB/sec
GeForce GTX 460 SE 108800 MB/sec
Difference: 3088 (3%)

Texel Rate

The GeForce GTX 260 216SP 55 nm is much (about 33%) more effective at texture filtering than the GeForce GTX 460 SE. (explain)

GeForce GTX 260 216SP 55 nm 41472 Mtexels/sec
GeForce GTX 460 SE 31200 Mtexels/sec
Difference: 10272 (33%)

Pixel Rate

The GeForce GTX 460 SE is quite a bit (about 29%) better at FSAA than the GeForce GTX 260 216SP 55 nm, and should be able to handle higher screen resolutions without slowing down too much. (explain)

GeForce GTX 460 SE 20800 Mpixels/sec
GeForce GTX 260 216SP 55 nm 16128 Mpixels/sec
Difference: 4672 (29%)

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 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 260 216SP 55 nm

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 260 216SP 55 nm GeForce GTX 460 SE
Manufacturer nVidia nVidia
Year December 22, 2008 November 2010
Code Name G200b GF104
Fab Process 55 nm 40 nm
Bus PCIe x16 2.0 PCIe x16
Memory 896 MB 1024 MB
Core Speed 576 MHz 650 MHz
Shader Speed 1242 MHz 1300 MHz
Memory Speed 999 MHz 850 MHz
Unified Shaders 216 288
Texture Mapping Units 72 48
Render Output Units 28 32
Bus Type GDDR3 GDDR5
Bus Width 448-bit 256-bit
DirectX Version DirectX 10 DirectX 11
OpenGL Version OpenGL 3.1 OpenGL 4.1
Power (Max TDP) 171 watts 150 watts
Shader Model 4.0 5.0
Bandwidth 111888 MB/sec 108800 MB/sec
Texel Rate 41472 Mtexels/sec 31200 Mtexels/sec
Pixel Rate 16128 Mpixels/sec 20800 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the max amount of data (counted in MB per second) that can be transferred past the external memory interface within a second. It's worked out by multiplying the bus width by its memory speed. If the card has DDR RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the bandwidth is, 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 amount of texture map elements (texels) that can be processed per second. This is calculated by multiplying the total amount of texture units by the core speed of the chip. The better the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.

Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly record to its local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.

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