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GeForce GTX 460 (OEM) vs GeForce GTX 460 SE

Intro

The 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 Benchmarks

Both cards have the same power consumption.

Memory Bandwidth

Both cards have exactly the same memory bandwidth, so in theory they should have the same performance. (explain)

Texel Rate

The GeForce GTX 460 (OEM) will be a bit (approximately 17%) more effective at texture filtering than the GeForce GTX 460 SE. (explain)

GeForce GTX 460 (OEM) 36400 Mtexels/sec
GeForce GTX 460 SE 31200 Mtexels/sec
Difference: 5200 (17%)

Pixel Rate

Both 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 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 460 (OEM)

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 460 (OEM) GeForce GTX 460 SE
Manufacturer nVidia nVidia
Year October 2010 November 2010
Code Name GF104 GF104
Fab Process 40 nm 40 nm
Bus PCIe x16 PCIe x16
Memory 1024 MB 1024 MB
Core Speed 650 MHz 650 MHz
Shader Speed 1300 MHz 1300 MHz
Memory Speed 850 MHz 850 MHz
Unified Shaders 336 288
Texture Mapping Units 56 48
Render Output Units 32 32
Bus Type GDDR5 GDDR5
Bus Width 256-bit 256-bit
DirectX Version DirectX 11 DirectX 11
OpenGL Version OpenGL 4.1 OpenGL 4.1
Power (Max TDP) 150 watts 150 watts
Shader Model 5.0 5.0
Bandwidth 108800 MB/sec 108800 MB/sec
Texel Rate 36400 Mtexels/sec 31200 Mtexels/sec
Pixel Rate 20800 Mpixels/sec 20800 Mpixels/sec

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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