Mid-Range NVIDIA GPU Battle: GTX 460 vs. GTX 470
Zotac GTX 460 2GB
Established in 2006, Zotac is relatively new to the industry. The company manufactures graphics cards, motherboards, and mini-PCs. It derives its name from two words, zone and tact. On the graphics side, they are a premiere NVIDIA AIB partner and regularly offer overclocked Amp! Edition models.
Zotac GTX 460 2GB Graphics Card
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Model ZT-40406-10P Core Clock 710 MHz Memory Clock / Size 900 MHz / 2 GB Ports Two DVI One HDMI One DisplayPort |
Accessories Prince of Persia: The Forgotten Sands StarCraft II Trial User Manual DVI to VGA Adapter Molex to 6-pin PCIe Power Adapters Warranty 2 years Price $269 |
Zotac makes several GTX 460 models. There's the basic reference design card, the Synergy model clocked at 710MHz, and their Amp! Edition which is set to 810MHz. Although the card we have isn't necessarily built for record breaking speed, the Zotac GTX 460 2GB also comes moderately overclocked at 710MHz. Its claim to fame lies in the 2GB memory buffer that gives it a capacity advantage over most 460s on the market sporting only 768MB or 1GB on board memory. It'll be interesting to see if the extra memory translates to improved performance in our gaming benchmarks, especially in higher resolutions.
This card and the Amp! Edition GTX 460 share the same cooling solution. It's a dual slot, single fan design with a black plastic shroud. The 80mm fan is located directly above the GPU and circulates air within the case since the shroud doesn't fully surround the heatsink assembly.
Zotac's GTX 460 2GB offers four outputs: two DVI, one HDMI, and one DisplayPort. In comparison, reference design 460 normally provide only two DVI ports and a mini HDMI connector.
Zotac's GTX 460 2GB came with the Firestorm overclocking utility. In comparison to Afterburner from MSI and Gigabyte's OC Guru, Firestorm offers minimal adjustments. It allows you to modify core clock, shader, memory and fan speed. But it doesn't offer voltage adjustments and for some reason, we were unable to save any profiles. Futhermore, GPU and shader clocks were not locked, so we manually had to set each, where other utilities have them synced automatically.