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GeForce GTX 260 vs GeForce GTX 460 (OEM)

Intro

The GeForce GTX 260 features clock speeds of 576 MHz on the GPU, and 999 MHz on the 896 MB of GDDR3 RAM. It features 192 SPUs along with 64 Texture Address Units and 28 Rasterization Operator Units.

Compare those specifications to the GeForce GTX 460 (OEM), which uses a 40 nm design. nVidia has clocked the core speed at 650 MHz. The GDDR5 memory is set to run at a speed of 850 MHz on this specific card. It features 336 SPUs as well as 56 Texture Address Units and 32 Rasterization Operator 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 260 182 Watts
Difference: 32 Watts (21%)

Memory Bandwidth

The GeForce GTX 260 should theoretically perform just a bit faster than the GeForce GTX 460 (OEM) in general. (explain)

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

Texel Rate

The GeForce GTX 260 should be a bit (approximately 1%) better at anisotropic filtering than the GeForce GTX 460 (OEM). (explain)

GeForce GTX 260 36864 Mtexels/sec
GeForce GTX 460 (OEM) 36400 Mtexels/sec
Difference: 464 (1%)

Pixel Rate

The GeForce GTX 460 (OEM) is quite a bit (about 29%) faster with regards to anti-aliasing than the GeForce GTX 260, and also will be capable of handling higher screen resolutions more effectively. (explain)

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

GeForce GTX 260

Amazon.com

GeForce GTX 460 (OEM)

Amazon.com

Please note that the price comparisons are based on search keywords - sometimes it might show cards with very similar names that are not exactly the same as the one chosen in the comparison. We do try to filter out the wrong results as best we can, though.

Specifications

Model GeForce GTX 260 GeForce GTX 460 (OEM)
Manufacturer nVidia nVidia
Year June 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 (1998 MHz effective) 850 MHz (3400 MHz effective)
Unified Shaders 192 336
Texture Mapping Units 64 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) 182 watts 150 watts
Shader Model 4.0 5.0
Bandwidth 111888 MB/sec 108800 MB/sec
Texel Rate 36864 Mtexels/sec 36400 Mtexels/sec
Pixel Rate 16128 Mpixels/sec 20800 Mpixels/sec

Memory Bandwidth: Bandwidth is the largest amount of data (in units of MB per second) that can be moved over the external memory interface within a second. The number is calculated by multiplying the card's bus width by its memory clock speed. If the card has DDR memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, the faster 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 number of texture map elements (texels) that are applied in one second. This figure is worked out by multiplying the total texture units 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 amount of pixels that the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.

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