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GeForce 9800 GX2 vs GeForce GTX 460 (OEM)

Intro

The GeForce 9800 GX2 has a GPU core speed of 600 MHz, and the 512 MB of GDDR3 RAM is set to run at 1000 MHz through a 256-bit bus. It also is made up of 128 Stream Processors, 64 Texture Address Units, and 16 ROPs.

Compare all of that to the GeForce GTX 460 (OEM), which comes with core clock speeds of 650 MHz on the GPU, and 850 MHz on the 1024 MB of GDDR5 RAM. It features 336 SPUs as well as 56 Texture Address Units and 32 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 460 (OEM) 150 Watts
GeForce 9800 GX2 197 Watts
Difference: 47 Watts (31%)

Memory Bandwidth

Theoretically speaking, the GeForce 9800 GX2 should be 18% faster than the GeForce GTX 460 (OEM) in general, due to its higher data rate. (explain)

GeForce 9800 GX2 128000 MB/sec
GeForce GTX 460 (OEM) 108800 MB/sec
Difference: 19200 (18%)

Texel Rate

The GeForce 9800 GX2 should be much (approximately 111%) more effective at texture filtering than the GeForce GTX 460 (OEM). (explain)

GeForce 9800 GX2 76800 Mtexels/sec
GeForce GTX 460 (OEM) 36400 Mtexels/sec
Difference: 40400 (111%)

Pixel Rate

If using lots of anti-aliasing is important to you, then the GeForce GTX 460 (OEM) is a better choice, but not by far. (explain)

GeForce GTX 460 (OEM) 20800 Mpixels/sec
GeForce 9800 GX2 19200 Mpixels/sec
Difference: 1600 (8%)

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.

One or more cards in this comparison are multi-core. This means that their bandwidth, texel and pixel rates are theoretically doubled - this does not mean the card will actually perform twice as fast, but only that it should in theory be able to. Actual game benchmarks will give a more accurate idea of what it's capable of.

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 9800 GX2

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

GeForce GTX 460 (OEM)

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce 9800 GX2 GeForce GTX 460 (OEM)
Manufacturer nVidia nVidia
Year Mar 2008 October 2010
Code Name G92 GF104
Fab Process 65 nm 40 nm
Bus PCIe x16 2.0 PCIe x16
Memory 512 MB (x2) 1024 MB
Core Speed 600 MHz (x2) 650 MHz
Shader Speed 1500 MHz (x2) 1300 MHz
Memory Speed 1000 MHz (x2) 850 MHz
Unified Shaders 128 (x2) 336
Texture Mapping Units 64 (x2) 56
Render Output Units 16 (x2) 32
Bus Type GDDR3 GDDR5
Bus Width 256-bit (x2) 256-bit
DirectX Version DirectX 10 DirectX 11
OpenGL Version OpenGL 3.0 OpenGL 4.1
Power (Max TDP) 197 watts 150 watts
Shader Model 4.0 5.0
Bandwidth 128000 MB/sec 108800 MB/sec
Texel Rate 76800 Mtexels/sec 36400 Mtexels/sec
Pixel Rate 19200 Mpixels/sec 20800 Mpixels/sec

Memory Bandwidth: Bandwidth is the max amount of information (measured in MB per second) that can be transported over the external memory interface within a second. It is worked out by multiplying the card's interface width by its memory clock speed. If the card has DDR type memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.

Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This is worked out by multiplying the total texture units by the core 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 per second.

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

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