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GeForce GTX 295 vs GeForce GTX 465

Intro

The GeForce GTX 295 features a clock speed of 576 MHz and a GDDR3 memory speed of 999 MHz. It also uses a 448-bit memory bus, and uses a 55 nm design. It is comprised of 240 SPUs, 80 Texture Address Units, and 28 ROPs.

Compare all that to the GeForce GTX 465, which has a core clock speed of 607 MHz and a GDDR5 memory speed of 802 MHz. It also makes use of a 256-bit memory bus, and makes use of a 40 nm design. It features 352 SPUs, 44 Texture Address Units, and 32 Raster Operation Units.

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Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 465 200 Watts
GeForce GTX 295 289 Watts
Difference: 89 Watts (45%)

Memory Bandwidth

The GeForce GTX 295, in theory, should be quite a bit faster than the GeForce GTX 465 in general. (explain)

GeForce GTX 295 223776 MB/sec
GeForce GTX 465 102592 MB/sec
Difference: 121184 (118%)

Texel Rate

The GeForce GTX 295 will be quite a bit (more or less 245%) better at texture filtering than the GeForce GTX 465. (explain)

GeForce GTX 295 92160 Mtexels/sec
GeForce GTX 465 26708 Mtexels/sec
Difference: 65452 (245%)

Pixel Rate

The GeForce GTX 295 is quite a bit (about 66%) better at anti-aliasing than the GeForce GTX 465, and also should be able to handle higher resolutions better. (explain)

GeForce GTX 295 32256 Mpixels/sec
GeForce GTX 465 19424 Mpixels/sec
Difference: 12832 (66%)

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

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GeForce GTX 295

Amazon.com

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GeForce GTX 465

Amazon.com

Check prices at:

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.

Specifications

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Model GeForce GTX 295 GeForce GTX 465
Manufacturer nVidia nVidia
Year January 8, 2009 May 2010
Code Name G200b GF100
Memory 896 MB (x2) 1024 MB
Core Speed 576 MHz (x2) 607 MHz
Memory Speed 1998 MHz (x2) 3208 MHz
Power (Max TDP) 289 watts 200 watts
Bandwidth 223776 MB/sec 102592 MB/sec
Texel Rate 92160 Mtexels/sec 26708 Mtexels/sec
Pixel Rate 32256 Mpixels/sec 19424 Mpixels/sec
Unified Shaders 240 (x2) 352
Texture Mapping Units 80 (x2) 44
Render Output Units 28 (x2) 32
Bus Type GDDR3 GDDR5
Bus Width 448-bit (x2) 256-bit
Fab Process 55 nm 40 nm
Transistors 1400 million 3000 million
Bus PCIe x16 2.0 PCIe x16
DirectX Version DirectX 10 DirectX 11
OpenGL Version OpenGL 3.1 OpenGL 4.1

Memory Bandwidth: Memory bandwidth is the largest amount of information (in units of megabytes 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 the speed of its memory. If it uses DDR type RAM, 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 AA, HDR and high resolutions.

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

Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly write to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount 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 output rate is also dependant on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.

Display Prices

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GeForce GTX 295

Amazon.com

Check prices at:

GeForce GTX 465

Amazon.com

Check prices at:

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.

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