Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 460 (OEM)
IntroThe GeForce GTX 260 makes use of a 65 nm design. nVidia has set the core speed at 576 MHz. The GDDR3 RAM runs at a frequency of 999 MHz on this particular card. It features 192 SPUs as well as 64 Texture Address Units and 28 Rasterization Operator Units.
Compare those specifications to the GeForce GTX 460 (OEM), which features GPU core speed of 650 MHz, and 1024 MB of GDDR5 RAM set to run at 850 MHz through a 256-bit bus. It also is comprised of 336 SPUs, 56 Texture Address Units, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 260 should perform a little bit faster than the GeForce GTX 460 (OEM) overall. (explain)
Texel RateThe GeForce GTX 260 should be just a bit (more or less 1%) more effective at AF than the GeForce GTX 460 (OEM). (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 460 (OEM) is a better choice, by a large margin. (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.
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.
Memory Bandwidth: Bandwidth is the max amount of data (measured in megabytes per second) that can be transported over the external memory interface in one second. It's calculated by multiplying the bus width by its memory clock speed. If the card has DDR type memory, the result should be multiplied by 2 once 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, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied in one second. This number is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly record to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill 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 ability to get to the max fill rate.