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 clocked the core speed at 576 MHz. The GDDR3 RAM runs at a speed 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 uses a 40 nm design. nVidia has set the core speed at 650 MHz. The GDDR5 memory runs at a frequency of 850 MHz on this model. It features 336 SPUs as well as 56 Texture Address Units and 32 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 260 should be just a bit faster than the GeForce GTX 460 (OEM) overall. (explain)
Texel RateThe GeForce GTX 260 will be just a bit (about 1%) better at texture filtering than the GeForce GTX 460 (OEM). (explain)
Pixel RateThe GeForce GTX 460 (OEM) should be much (more or less 29%) better at FSAA than the GeForce GTX 260, and also will be able to handle higher screen 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.
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 (in units of MB per second) that can be transferred over the external memory interface in one second. It's worked out by multiplying the card's bus width by the speed of its memory. If it uses DDR memory, the result should be multiplied by 2 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, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed in one second. This is worked out by multiplying the total texture units of the card by the core 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 applied 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 figure is calculated by multiplying the number of colour ROPs by the the card's clock speed. 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 fill rate also depends on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.