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GeForce GTX 260 Core 216 vs GeForce GTX 460 (OEM)

Intro

The GeForce GTX 260 Core 216 comes with core clock speeds of 576 MHz on the GPU, and 999 MHz on the 896 MB of GDDR3 RAM. It features 216 SPUs as well as 72 TAUs and 28 Rasterization Operator Units.

Compare those specifications to the GeForce GTX 460 (OEM), which features a core clock frequency of 650 MHz and a GDDR5 memory frequency of 850 MHz. It also makes use of a 256-bit bus, and uses a 40 nm design. It features 336 SPUs, 56 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 (OEM) 150 Watts
GeForce GTX 260 Core 216 202 Watts
Difference: 52 Watts (35%)

Memory Bandwidth

As far as performance goes, the GeForce GTX 260 Core 216 should theoretically be a little bit superior to the GeForce GTX 460 (OEM) in general. (explain)

GeForce GTX 260 Core 216 111888 MB/sec
GeForce GTX 460 (OEM) 108800 MB/sec
Difference: 3088 (3%)

Texel Rate

The GeForce GTX 260 Core 216 will be a little bit (more or less 14%) better at anisotropic filtering than the GeForce GTX 460 (OEM). (explain)

GeForce GTX 260 Core 216 41472 Mtexels/sec
GeForce GTX 460 (OEM) 36400 Mtexels/sec
Difference: 5072 (14%)

Pixel Rate

The GeForce GTX 460 (OEM) will be quite a bit (approximately 29%) better at full screen anti-aliasing than the GeForce GTX 260 Core 216, and will be capable of handling higher screen resolutions better. (explain)

GeForce GTX 460 (OEM) 20800 Mpixels/sec
GeForce GTX 260 Core 216 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 Core 216

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 GTX 260 Core 216 GeForce GTX 460 (OEM)
Manufacturer nVidia nVidia
Year September 16, 2008 October 2010
Code Name G200 GF104
Fab Process 65 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 216 336
Texture Mapping Units 72 56
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) 202 watts 150 watts
Shader Model 4.0 5.0
Bandwidth 111888 MB/sec 108800 MB/sec
Texel Rate 41472 Mtexels/sec 36400 Mtexels/sec
Pixel Rate 16128 Mpixels/sec 20800 Mpixels/sec

Memory Bandwidth: Bandwidth is the maximum amount of information (counted in MB per second) that can be moved over the external memory interface in a second. It's worked out by multiplying the interface width by its memory clock speed. If it uses DDR type memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per 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 higher the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.

Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly write to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called 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, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.

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