Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 460 (OEM)
IntroThe GeForce GTX 260 uses a 65 nm design. nVidia has clocked the core speed at 576 MHz. The GDDR3 memory works at a frequency of 999 MHz on this particular card. It features 192 SPUs along with 64 Texture Address Units and 28 ROPs.
Compare those specifications to the GeForce GTX 460 (OEM), which makes use of a 40 nm design. nVidia has set the core frequency at 650 MHz. The GDDR5 memory works at a frequency of 850 MHz on this particular card. It features 336 SPUs along with 56 TAUs and 32 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 260 should be a little bit faster than the GeForce GTX 460 (OEM) in general. (explain)
Texel RateThe GeForce GTX 260 is a little bit (approximately 1%) better at anisotropic filtering than the GeForce GTX 460 (OEM). (explain)
Pixel RateThe GeForce GTX 460 (OEM) will be much (about 29%) better at full screen anti-aliasing than the GeForce GTX 260, and will be capable of handling higher resolutions without losing too much performance. (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: Memory bandwidth is the maximum amount of information (counted in megabytes per second) that can be transported across the external memory interface in one second. It is worked out by multiplying the card's bus width by its memory clock speed. In the case of DDR RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number 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 per second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly write to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.