Compare any two graphics cards:
GeForce GTX 460 1GB vs GeForce GTX 480
IntroThe GeForce GTX 460 1GB features a clock frequency of 675 MHz and a GDDR5 memory speed of 900 MHz. It also uses a 256-bit bus, and uses a 40 nm design. It is made up of 336 SPUs, 56 TAUs, and 32 ROPs.
Compare those specifications to the GeForce GTX 480, which has 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)
Performance-wise, the GeForce GTX 480 should theoretically be quite a bit better than the GeForce GTX 460 1GB in general. (explain)
Texel RateThe GeForce GTX 480 is a little bit (about 11%) better at anisotropic filtering than the GeForce GTX 460 1GB. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTX 480 is a better choice, and very much so. (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 maximum amount of information (in units of megabytes per second) that can be transferred across the external memory interface in one second. It is calculated by multiplying the card's bus width by its memory speed. If it uses DDR type memory, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This number is worked out by multiplying the total texture units by the core clock speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly record to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units by the clock 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 many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.