Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 460 (OEM)
IntroThe GeForce GTX 260 has a core clock speed of 576 MHz and a GDDR3 memory frequency of 999 MHz. It also features a 448-bit memory bus, and makes use of 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 features 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 TAUs and 32 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 260 should theoretically perform a small bit faster than the GeForce GTX 460 (OEM) overall. (explain)
Texel RateThe GeForce GTX 260 will be a bit (more or less 1%) better at AF than the GeForce GTX 460 (OEM). (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 460 (OEM) is superior to the GeForce GTX 260, 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.
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 max amount of information (counted in megabytes per second) that can be moved past the external memory interface in a second. It is worked out by multiplying the card's bus width by its memory clock speed. If the card has DDR RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This number is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The better the texel rate, the better the graphics card will be at 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 the video card could possibly record to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.