Compare any two graphics cards:
GeForce GTX 460 (OEM) vs GeForce GTX 460 SE
IntroThe GeForce GTX 460 (OEM) uses a 40 nm design. nVidia has clocked the core frequency at 650 MHz. The GDDR5 RAM runs at a speed of 850 MHz on this model. It features 336 SPUs as well as 56 Texture Address Units and 32 Rasterization Operator Units.Compare all that to the GeForce GTX 460 SE, which features a core clock frequency of 650 MHz and a GDDR5 memory frequency of 850 MHz. It also features a 256-bit bus, and uses a 40 nm design. It is made up of 288 SPUs, 48 TAUs, and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.Memory BandwidthBoth cards have exactly the same memory bandwidth, so in theory they should have the same performance. (explain) Texel RateThe GeForce GTX 460 (OEM) will be a bit (approximately 17%) more effective at texture filtering than the GeForce GTX 460 SE. (explain)
Pixel RateBoth cards have the exact same pixel fill rate, so theoretically they should be equally good at at anti-aliasing, and be able to handle the same screen resolutions. (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 information (measured in MB per second) that can be transferred over the external memory interface in one second. It's worked out by multiplying the interface width by its memory clock speed. In the case of DDR memory, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions. Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This figure is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The higher 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 that the graphics card could possibly record to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Render Output Units 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 output rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the max fill rate.
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