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GeForce 8600 GT 512MB DDR2 vs GeForce GTX 460

Intro

The GeForce 8600 GT 512MB DDR2 comes with a clock frequency of 540 MHz and a DDR2 memory frequency of 400 MHz. It also features a 128-bit bus, and makes use of a 80 nm design. It is comprised of 32 SPUs, 16 Texture Address Units, and 8 ROPs.

Compare those specs to the GeForce GTX 460, which comes with a clock frequency of 675 MHz and a GDDR5 memory frequency of 900 MHz. It also features a 192-bit bus, and makes use of a 40 nm design. It features 336 SPUs, 56 TAUs, and 24 Raster Operation Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce 8600 GT 512MB DDR2 47 Watts
GeForce GTX 460 150 Watts
Difference: 103 Watts (219%)

Memory Bandwidth

As far as performance goes, the GeForce GTX 460 should theoretically be a lot better than the GeForce 8600 GT 512MB DDR2 in general. (explain)

GeForce GTX 460 86400 MB/sec
GeForce 8600 GT 512MB DDR2 12800 MB/sec
Difference: 73600 (575%)

Texel Rate

The GeForce GTX 460 is much (about 338%) more effective at AF than the GeForce 8600 GT 512MB DDR2. (explain)

GeForce GTX 460 37800 Mtexels/sec
GeForce 8600 GT 512MB DDR2 8640 Mtexels/sec
Difference: 29160 (338%)

Pixel Rate

If running with a high screen resolution is important to you, then the GeForce GTX 460 is superior to the GeForce 8600 GT 512MB DDR2, by far. (explain)

GeForce GTX 460 16200 Mpixels/sec
GeForce 8600 GT 512MB DDR2 4320 Mpixels/sec
Difference: 11880 (275%)

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 Comparison

Please 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.

GeForce 8600 GT 512MB DDR2

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

GeForce GTX 460

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce 8600 GT 512MB DDR2 GeForce GTX 460
Manufacturer nVidia nVidia
Year April 2007 July 2010
Code Name G84 GF104
Fab Process 80 nm 40 nm
Bus PCIe x16 PCIe x16
Memory 512 MB 768 MB
Core Speed 540 MHz 675 MHz
Shader Speed 1180 MHz 1350 MHz
Memory Speed 400 MHz (800 MHz effective) 900 MHz (3600 MHz effective)
Unified Shaders 32 336
Texture Mapping Units 16 56
Render Output Units 8 24
Bus Type DDR2 GDDR5
Bus Width 128-bit 192-bit
DirectX Version DirectX 10 DirectX 11
OpenGL Version OpenGL 3.0 OpenGL 4.1
Power (Max TDP) 47 watts 150 watts
Shader Model 4.0 5.0
Bandwidth 12800 MB/sec 86400 MB/sec
Texel Rate 8640 Mtexels/sec 37800 Mtexels/sec
Pixel Rate 4320 Mpixels/sec 16200 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the largest amount of information (in units of megabytes per second) that can be transported past the external memory interface in a second. It's worked out by multiplying the card's interface width by the speed of its memory. If it uses DDR type memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better 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 number of texture map elements (texels) that can be processed in one second. This figure is worked out by multiplying the total amount of 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 per second.

Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units by the clock 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 quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.

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