Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 460 (OEM)
IntroThe GeForce GTX 260 features a core clock frequency of 576 MHz and a GDDR3 memory frequency of 999 MHz. It also makes use of a 448-bit memory bus, and uses a 65 nm design. It is comprised of 192 SPUs, 64 Texture Address Units, and 28 Raster Operation Units.
Compare all that to the GeForce GTX 460 (OEM), which has a GPU core clock speed of 650 MHz, and 1024 MB of GDDR5 memory running at 850 MHz through a 256-bit bus. It also is made up of 336 Stream Processors, 56 TAUs, and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 260, in theory, should perform a little bit faster than the GeForce GTX 460 (OEM) in general. (explain)
Texel RateThe GeForce GTX 260 is a bit (about 1%) more effective at anisotropic filtering than the GeForce GTX 460 (OEM). (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTX 460 (OEM) is a better choice, and very much so. (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.
Memory Bandwidth: Bandwidth is the maximum amount of information (measured in MB per second) that can be moved past the external memory interface in 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 ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This figure is calculated by multiplying the total number of texture units by the core speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the most pixels the video card can possibly write to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.