Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 460 SE
IntroThe GeForce GTX 260 features a clock speed of 576 MHz and a GDDR3 memory frequency of 999 MHz. It also features a 448-bit memory bus, and uses a 65 nm design. It is made up of 192 SPUs, 64 TAUs, and 28 Raster Operation Units.Compare those specifications to the GeForce GTX 460 SE, which has clock 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 TAUs and 32 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthIn theory, the GeForce GTX 260 should perform a small bit faster than the GeForce GTX 460 SE in general. (explain)
Texel RateThe GeForce GTX 260 should be a little bit (more or less 18%) faster with regards to AF than the GeForce GTX 460 SE. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTX 460 SE is a better choice, by far. (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: Memory bandwidth is the max amount of data (counted in megabytes per second) that can be transferred over the external memory interface in a second. It's worked out by multiplying the card's interface width by the speed of its memory. In the case of DDR type RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions. Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This figure is calculated by multiplying the total number of texture units of the card by the core clock 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 in one second. Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly write to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of ROPs by the the core speed of the card. 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 rate also depends on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.
|
Comments
Be the first to leave a comment!