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GeForce 9800 GX2 vs Radeon HD 6790

Intro

The GeForce 9800 GX2 features a GPU clock speed of 600 MHz, and the 512 MB of GDDR3 RAM runs at 1000 MHz through a 256-bit bus. It also is made up of 128 SPUs, 64 Texture Address Units, and 16 ROPs.

Compare that to the Radeon HD 6790, which comes with a GPU core clock speed of 840 MHz, and 1024 MB of GDDR5 memory set to run at 1050 MHz through a 256-bit bus. It also is comprised of 800 SPUs, 40 TAUs, and 16 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 6790 150 Watts
GeForce 9800 GX2 197 Watts
Difference: 47 Watts (31%)

Memory Bandwidth

As far as performance goes, the Radeon HD 6790 should theoretically be a little bit superior to the GeForce 9800 GX2 overall. (explain)

Radeon HD 6790 134400 MB/sec
GeForce 9800 GX2 128000 MB/sec
Difference: 6400 (5%)

Texel Rate

The GeForce 9800 GX2 is a lot (about 129%) better at texture filtering than the Radeon HD 6790. (explain)

GeForce 9800 GX2 76800 Mtexels/sec
Radeon HD 6790 33600 Mtexels/sec
Difference: 43200 (129%)

Pixel Rate

If using lots of anti-aliasing is important to you, then the GeForce 9800 GX2 is superior to the Radeon HD 6790, by far. (explain)

GeForce 9800 GX2 19200 Mpixels/sec
Radeon HD 6790 13440 Mpixels/sec
Difference: 5760 (43%)

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

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 9800 GX2

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Radeon HD 6790

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce 9800 GX2 Radeon HD 6790
Manufacturer nVidia ATi
Year Mar 2008 April 2011
Code Name G92 Barts LE
Fab Process 65 nm 40 nm
Bus PCIe x16 2.0 PCIe 2.1 x16
Memory 512 MB (x2) 1024 MB
Core Speed 600 MHz (x2) 840 MHz
Shader Speed 1500 MHz (x2) (N/A) MHz
Memory Speed 1000 MHz (x2) 1050 MHz
Unified Shaders 128 (x2) 800
Texture Mapping Units 64 (x2) 40
Render Output Units 16 (x2) 16
Bus Type GDDR3 GDDR5
Bus Width 256-bit (x2) 256-bit
DirectX Version DirectX 10 DirectX 11
OpenGL Version OpenGL 3.0 OpenGL 4.1
Power (Max TDP) 197 watts 150 watts
Shader Model 4.0 5.0
Bandwidth 128000 MB/sec 134400 MB/sec
Texel Rate 76800 Mtexels/sec 33600 Mtexels/sec
Pixel Rate 19200 Mpixels/sec 13440 Mpixels/sec

Memory Bandwidth: Bandwidth is the largest amount of data (counted in MB per second) that can be transported across the external memory interface in one second. It's calculated by multiplying the interface width by its memory speed. If the card has DDR type memory, the result 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, High Dynamic Range and high resolutions.

Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This number is worked out by multiplying the total amount of texture units by the core 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 most pixels the video card can possibly record to its local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.

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