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NVIDIA GeForce GTX 460 v2 ES

NVIDIA GeForce GTX 460 v2 ES

NVIDIA GeForce GTX 460 v2 ES is a Desktop video accelerator from NVIDIA. It began to be released in September 2011. It also has a memory frequency of 1002MHz. Its characteristics, as well as benchmark results, are presented in more detail below.

Top Desktop GPU: 463

Basic

Label Name
NVIDIA
Platform
Desktop
Launch Date
September 2011
Model Name
GeForce GTX 460 v2 ES
Generation
GeForce 400
Shading Units
?
The most fundamental processing unit is the Streaming Processor (SP), where specific instructions and tasks are executed. GPUs perform parallel computing, which means multiple SPs work simultaneously to process tasks.
336
SM Count
?
Multiple Streaming Processors (SPs), along with other resources, form a Streaming Multiprocessor (SM), which is also referred to as a GPU's major core. These additional resources include components such as warp schedulers, registers, and shared memory. The SM can be considered the heart of the GPU, similar to a CPU core, with registers and shared memory being scarce resources within the SM.
7
Transistors
1,950 million
TMUs
?
Texture Mapping Units (TMUs) serve as components of the GPU, which are capable of rotating, scaling, and distorting binary images, and then placing them as textures onto any plane of a given 3D model. This process is called texture mapping.
56
L1 Cache
64 KB (per SM)
L2 Cache
512KB
Bus Interface
PCIe 2.0 x16
Foundry
TSMC
Process Size
40 nm
Architecture
Fermi 2.0
TDP
160W

Memory Specifications

Memory Size
1280MB
Memory Type
GDDR5
Memory Bus
?
The memory bus width refers to the number of bits of data that the video memory can transfer within a single clock cycle. The larger the bus width, the greater the amount of data that can be transmitted instantaneously, making it one of the crucial parameters of video memory. The memory bandwidth is calculated as: Memory Bandwidth = Memory Frequency x Memory Bus Width / 8. Therefore, when the memory frequencies are similar, the memory bus width will determine the size of the memory bandwidth.
256bit
Memory Clock
1002MHz
Bandwidth
?
Memory bandwidth refers to the data transfer rate between the graphics chip and the video memory. It is measured in bytes per second, and the formula to calculate it is: memory bandwidth = working frequency × memory bus width / 8 bits.
128.3 GB/s

Theoretical Performance

Pixel Rate
?
Pixel fill rate refers to the number of pixels a graphics processing unit (GPU) can render per second, measured in MPixels/s (million pixels per second) or GPixels/s (billion pixels per second). It is the most commonly used metric to evaluate the pixel processing performance of a graphics card.
10.91 GPixel/s
Texture Rate
?
Texture fill rate refers to the number of texture map elements (texels) that a GPU can map to pixels in a single second.
43.62 GTexel/s
FP64 (double)
?
An important metric for measuring GPU performance is floating-point computing capability. Double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy, while single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
87.19 GFLOPS
FP32 (float)
?
An important metric for measuring GPU performance is floating-point computing capability. Single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks, while double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
1.089 TFlops

Miscellaneous

Vulkan Version
?
Vulkan is a cross-platform graphics and compute API by Khronos Group, offering high performance and low CPU overhead. It lets developers control the GPU directly, reduces rendering overhead, and supports multi-threading and multi-core processors.
N/A
OpenCL Version
1.1
OpenGL
4.6
DirectX
12 (11_0)
CUDA
2.1
Power Connectors
2x 6-pin
ROPs
?
The Raster Operations Pipeline (ROPs) is primarily responsible for handling lighting and reflection calculations in games, as well as managing effects like anti-aliasing (AA), high resolution, smoke, and fire. The more demanding the anti-aliasing and lighting effects in a game, the higher the performance requirements for the ROPs; otherwise, it may result in a sharp drop in frame rate.
32
Shader Model
5.1
Suggested PSU
450W

FP32 (float)

1.089 TFlops

Compared to Other GPU

0%
0%
3%
Better then 0% GPU over the past year
Better then 0% GPU over the past 3 years
Better then 3% GPU

SiliconCat Rating

463
Ranks 463 among Desktop GPU on our website
1019
Ranks 1019 among all GPU on our website
FP32 (float)
FirePro V5800
ATI, April 2010
1.148 TFlops
1.122 TFlops
GeForce GTX 460 v2 ES
NVIDIA, September 2011
1.089 TFlops
GeForce GTX 470
NVIDIA, March 2010
1.045 TFlops
FireStream 9250
AMD, June 2008
1.02 TFlops