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GeForce GTX 260 Core 216 vs GeForce GTX 560 Ti

Intro

The GeForce GTX 260 Core 216 comes with core clock speeds of 576 MHz on the GPU, and 999 MHz on the 896 MB of GDDR3 memory. It features 216 SPUs as well as 72 Texture Address Units and 28 Rasterization Operator Units.

Compare that to the GeForce GTX 560 Ti, which features a clock frequency of 822 MHz and a GDDR5 memory speed of 1002 MHz. It also features a 256-bit bus, and uses a 40 nm design. It features 384 SPUs, 64 Texture Address Units, and 32 Raster Operation Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 560 Ti 170 Watts
GeForce GTX 260 Core 216 202 Watts
Difference: 32 Watts (19%)

Memory Bandwidth

Theoretically speaking, the GeForce GTX 560 Ti will be 15% quicker than the GeForce GTX 260 Core 216 overall, because of its higher bandwidth. (explain)

GeForce GTX 560 Ti 128256 MB/sec
GeForce GTX 260 Core 216 111888 MB/sec
Difference: 16368 (15%)

Texel Rate

The GeForce GTX 560 Ti should be much (approximately 27%) faster with regards to texture filtering than the GeForce GTX 260 Core 216. (explain)

GeForce GTX 560 Ti 52608 Mtexels/sec
GeForce GTX 260 Core 216 41472 Mtexels/sec
Difference: 11136 (27%)

Pixel Rate

The GeForce GTX 560 Ti will be much (more or less 63%) faster with regards to FSAA than the GeForce GTX 260 Core 216, and able to handle higher resolutions without slowing down too much. (explain)

GeForce GTX 560 Ti 26304 Mpixels/sec
GeForce GTX 260 Core 216 16128 Mpixels/sec
Difference: 10176 (63%)

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 GTX 260 Core 216

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

GeForce GTX 560 Ti

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce GTX 260 Core 216 GeForce GTX 560 Ti
Manufacturer nVidia nVidia
Year September 16, 2008 January 2011
Code Name G200 GF114
Fab Process 65 nm 40 nm
Bus PCIe x16 2.0 PCIe x16
Memory 896 MB 1024 MB
Core Speed 576 MHz 822 MHz
Shader Speed 1242 MHz 1645 MHz
Memory Speed 999 MHz 1002 MHz
Unified Shaders 216 384
Texture Mapping Units 72 64
Render Output Units 28 32
Bus Type GDDR3 GDDR5
Bus Width 448-bit 256-bit
DirectX Version DirectX 10 DirectX 11
OpenGL Version OpenGL 3.1 OpenGL 4.1
Power (Max TDP) 202 watts 170 watts
Shader Model 4.0 5.0
Bandwidth 111888 MB/sec 128256 MB/sec
Texel Rate 41472 Mtexels/sec 52608 Mtexels/sec
Pixel Rate 16128 Mpixels/sec 26304 Mpixels/sec

Memory Bandwidth: Bandwidth is the largest amount of data (counted in megabytes per second) that can be transferred past the external memory interface within a second. It's calculated by multiplying the card's bus width by the speed of its memory. If it uses DDR type RAM, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, 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 amount of texture map elements (texels) that are applied per second. This number is calculated by multiplying the total number of texture units by the core clock 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 in a second.

Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly write to the local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - also 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 get to the max fill rate.

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