Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 460 (OEM)
IntroThe GeForce GTX 260 has a core clock frequency of 576 MHz and a GDDR3 memory frequency of 999 MHz. It also makes use of a 448-bit bus, and uses a 65 nm design. It is made up of 192 SPUs, 64 Texture Address Units, and 28 ROPs.
Compare those specifications to the GeForce GTX 460 (OEM), which comes with a core clock speed of 650 MHz and a GDDR5 memory speed of 850 MHz. It also uses a 256-bit bus, and makes use of a 40 nm design. It is comprised of 336 SPUs, 56 Texture Address Units, and 32 Raster Operation Units.
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 is just a bit (about 1%) more effective 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 a better choice, and very much so. (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 data (counted in MB per second) that can be transported across the external memory interface within a second. It's worked out by multiplying the card's bus width by the speed of its memory. In the case of DDR type memory, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range 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 amount of texture units of the card by the core speed of the chip. The better the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly record to the local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Raster Operations Pipelines by the the core speed of the card. 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 is also dependant on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.