Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 460 (OEM)
IntroThe GeForce GTX 260 comes with a core clock speed of 576 MHz and a GDDR3 memory speed of 999 MHz. It also features a 448-bit memory bus, and uses a 65 nm design. It is made up of 192 SPUs, 64 Texture Address Units, and 28 Raster Operation Units.
Compare that to the GeForce GTX 460 (OEM), which features a core clock frequency of 650 MHz and a GDDR5 memory speed of 850 MHz. It also uses a 256-bit memory bus, and uses a 40 nm design. It is made up of 336 SPUs, 56 Texture Address Units, and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 260 should in theory be a bit faster than the GeForce GTX 460 (OEM) in general. (explain)
Texel RateThe GeForce GTX 260 will be just a bit (approximately 1%) faster with regards to anisotropic filtering than the GeForce GTX 460 (OEM). (explain)
Pixel RateThe GeForce GTX 460 (OEM) is a lot (approximately 29%) more effective at anti-aliasing than the GeForce GTX 260, and will be able to handle higher resolutions while still performing well. (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 information (measured in megabytes per second) that can be transported over the external memory interface within a second. The number is worked out by multiplying the card's bus width by its memory clock speed. In the case of DDR memory, it should be multiplied by 2 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, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per second. This is worked out by multiplying the total number of texture units of the card by the core 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 number of pixels the video card could possibly record to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.