Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 460 (OEM)
IntroThe GeForce GTX 260 comes with a clock speed of 576 MHz and a GDDR3 memory frequency of 999 MHz. It also uses 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 those specs to the GeForce GTX 460 (OEM), which makes use of a 40 nm design. nVidia has set the core speed at 650 MHz. The GDDR5 RAM runs at a frequency of 850 MHz on this model. 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)
As far as performance goes, the GeForce GTX 260 should in theory be a little bit superior to the GeForce GTX 460 (OEM) overall. (explain)
Texel RateThe GeForce GTX 260 is a small bit (more or less 1%) better at anisotropic filtering 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 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 maximum amount of information (measured in MB per second) that can be transferred across the external memory interface in a second. It's calculated by multiplying the bus width by its memory speed. If it uses DDR type memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster 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 processed per second. This number is calculated by multiplying the total texture units by the core clock speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly record to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.