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GeForce 9800 GX2 vs GeForce GTX 460 2GB

Intro

The GeForce 9800 GX2 has clock speeds of 600 MHz on the GPU, and 1000 MHz on the 512 MB of GDDR3 RAM. It features 128 SPUs as well as 64 Texture Address Units and 16 Rasterization Operator Units.

Compare those specs to the GeForce GTX 460 2GB, which comes with a clock speed of 675 MHz and a GDDR5 memory frequency of 900 MHz. It also makes use of a 256-bit bus, and makes use of a 40 nm design. It is comprised of 336 SPUs, 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 9800 GX2 197 Watts
Difference: 37 Watts (23%)

Memory Bandwidth

The GeForce 9800 GX2, in theory, should be a small bit faster than the GeForce GTX 460 2GB overall. (explain)

GeForce 9800 GX2 128000 MB/sec
GeForce GTX 460 2GB 115200 MB/sec
Difference: 12800 (11%)

Texel Rate

The GeForce 9800 GX2 should be quite a bit (about 103%) better at AF than the GeForce GTX 460 2GB. (explain)

GeForce 9800 GX2 76800 Mtexels/sec
GeForce GTX 460 2GB 37800 Mtexels/sec
Difference: 39000 (103%)

Pixel Rate

If running with a high screen resolution is important to you, then the GeForce GTX 460 2GB is superior to the GeForce 9800 GX2, but not by far. (explain)

GeForce GTX 460 2GB 21600 Mpixels/sec
GeForce 9800 GX2 19200 Mpixels/sec
Difference: 2400 (13%)

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 9800 GX2

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 9800 GX2 GeForce GTX 460 2GB
Manufacturer nVidia nVidia
Year Mar 2008 July 2010
Code Name G92 GF104
Fab Process 65 nm 40 nm
Bus PCIe x16 2.0 PCIe x16
Memory 512 MB (x2) 2048 MB
Core Speed 600 MHz (x2) 675 MHz
Shader Speed 1500 MHz (x2) 1350 MHz
Memory Speed 1000 MHz (x2) 900 MHz
Unified Shaders 128 (x2) 336
Texture Mapping Units 64 (x2) 56
Render Output Units 16 (x2) 32
Bus Type GDDR3 GDDR5
Bus Width 256-bit (x2) 256-bit
DirectX Version DirectX 10 DirectX 11
OpenGL Version OpenGL 3.0 OpenGL 4.1
Power (Max TDP) 197 watts 160 watts
Shader Model 4.0 5.0
Bandwidth 128000 MB/sec 115200 MB/sec
Texel Rate 76800 Mtexels/sec 37800 Mtexels/sec
Pixel Rate 19200 Mpixels/sec 21600 Mpixels/sec

Memory Bandwidth: Bandwidth is the maximum amount of data (counted in MB per second) that can be moved over the external memory interface within a second. The number is calculated by multiplying the bus width by the speed of its memory. If it uses DDR type memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.

Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This figure is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The better this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.

Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card can possibly record to its local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on lots of other factors, especially 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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