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GeForce GTX 295 vs GeForce GTX 460 2GB

Intro

The GeForce GTX 295 comes with clock speeds of 576 MHz on the GPU, and 999 MHz on the 896 MB of GDDR3 RAM. It features 240 SPUs as well as 80 TAUs and 28 Rasterization Operator Units.

Compare those specifications to the GeForce GTX 460 2GB, which comes with GPU core speed of 675 MHz, and 2048 MB of GDDR5 RAM running at 900 MHz through a 256-bit bus. It also is comprised of 336 Stream Processors, 56 TAUs, and 32 Raster Operation Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 460 2GB 160 Watts
GeForce GTX 295 289 Watts
Difference: 129 Watts (81%)

Memory Bandwidth

In theory, the GeForce GTX 295 is 94% quicker than the GeForce GTX 460 2GB in general, because of its higher bandwidth. (explain)

GeForce GTX 295 223776 MB/sec
GeForce GTX 460 2GB 115200 MB/sec
Difference: 108576 (94%)

Texel Rate

The GeForce GTX 295 should be much (more or less 144%) faster with regards to AF than the GeForce GTX 460 2GB. (explain)

GeForce GTX 295 92160 Mtexels/sec
GeForce GTX 460 2GB 37800 Mtexels/sec
Difference: 54360 (144%)

Pixel Rate

If using a high resolution is important to you, then the GeForce GTX 295 is the winner, and very much so. (explain)

GeForce GTX 295 32256 Mpixels/sec
GeForce GTX 460 2GB 21600 Mpixels/sec
Difference: 10656 (49%)

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.

One or more cards in this comparison are multi-core. This means that their bandwidth, texel and pixel rates are theoretically doubled - this does not mean the card will actually perform twice as fast, but only that it should in theory be able to. Actual game benchmarks will give a more accurate idea of what it's capable of.

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 GTX 295

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

GeForce GTX 460 2GB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce GTX 295 GeForce GTX 460 2GB
Manufacturer nVidia nVidia
Year January 8, 2009 July 2010
Code Name G200b GF104
Fab Process 55 nm 40 nm
Bus PCIe x16 2.0 PCIe x16
Memory 896 MB (x2) 2048 MB
Core Speed 576 MHz (x2) 675 MHz
Shader Speed 1242 MHz (x2) 1350 MHz
Memory Speed 999 MHz (x2) 900 MHz
Unified Shaders 240 (x2) 336
Texture Mapping Units 80 (x2) 56
Render Output Units 28 (x2) 32
Bus Type GDDR3 GDDR5
Bus Width 448-bit (x2) 256-bit
DirectX Version DirectX 10 DirectX 11
OpenGL Version OpenGL 3.1 OpenGL 4.1
Power (Max TDP) 289 watts 160 watts
Shader Model 4.0 5.0
Bandwidth 223776 MB/sec 115200 MB/sec
Texel Rate 92160 Mtexels/sec 37800 Mtexels/sec
Pixel Rate 32256 Mpixels/sec 21600 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the maximum amount of information (in units of megabytes per second) that can be transferred over the external memory interface in a second. It's worked out by multiplying the card's interface width by the speed of its memory. In the case of DDR type memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.

Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed per second. This figure is worked out by multiplying the total texture units of the card by the core speed of the chip. The higher the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.

Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly record to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.

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