Compare any two graphics cards:
GeForce GTX 260 vs GeForce GTX 460 (OEM)
IntroThe GeForce GTX 260 comes with a GPU core speed of 576 MHz, and the 896 MB of GDDR3 RAM runs at 999 MHz through a 448-bit bus. It also is made up of 192 Stream Processors, 64 TAUs, and 28 Raster Operation Units.
Compare those specs to the GeForce GTX 460 (OEM), which has a core clock frequency of 650 MHz and a GDDR5 memory speed of 850 MHz. It also makes use of a 256-bit memory bus, and makes use of a 40 nm design. It features 336 SPUs, 56 TAUs, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 260 should theoretically be a small bit faster than the GeForce GTX 460 (OEM) overall. (explain)
Texel RateThe GeForce GTX 260 should be a bit (more or less 1%) more effective at texture filtering than the GeForce GTX 460 (OEM). (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTX 460 (OEM) is superior to the GeForce GTX 260, by far. (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 largest amount of data (in units of megabytes per second) that can be transported across the external memory interface in a second. It is calculated by multiplying the card's interface width by the speed of its memory. If the card has DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster 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 amount of texture map elements (texels) that can be processed in one second. This is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly write to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of colour ROPs by the the core 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 fill rate is also dependant on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.