Compare any two graphics cards:
GeForce GTX 460 1GB vs GeForce GTX 480
IntroThe GeForce GTX 460 1GB has a GPU clock speed of 675 MHz, and the 1024 MB of GDDR5 memory runs at 900 MHz through a 256-bit bus. It also is made up of 336 SPUs, 56 TAUs, and 32 ROPs.
Compare all that to the GeForce GTX 480, which comes with core clock speeds of 700 MHz on the GPU, and 924 MHz on the 1536 MB of GDDR5 memory. It features 480 SPUs along with 60 TAUs and 48 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 480 should theoretically be quite a bit superior to the GeForce GTX 460 1GB overall. (explain)
Texel RateThe GeForce GTX 480 should be a little bit (about 11%) more effective at texture filtering than the GeForce GTX 460 1GB. (explain)
Pixel RateThe GeForce GTX 480 is much (approximately 56%) faster with regards to FSAA than the GeForce GTX 460 1GB, and also will be capable of handling higher resolutions while still performing well. (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 largest amount of data (measured in MB per second) that can be transferred past the external memory interface in a second. The number is calculated by multiplying the card's bus width by its memory speed. If it uses DDR type RAM, it must 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, HDR and high resolutions.
Texel Rate: Texel rate is the maximum 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 this number, the better the graphics card will be at 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 write to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Render Output Units by the the core speed of the card. 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 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.