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GeForce 9800 GT 1GB vs Radeon HD 6570 (OEM) 2GB

Intro

The GeForce 9800 GT 1GB has a core clock frequency of 600 MHz and a GDDR3 memory speed of 900 MHz. It also makes use of a 256-bit memory bus, and makes use of a 65/55 nm design. It features 112 SPUs, 56 Texture Address Units, and 16 Raster Operation Units.

Compare all that to the Radeon HD 6570 (OEM) 2GB, which features a clock frequency of 650 MHz and a GDDR5 memory speed of 1000 MHz. It also makes use of a 128-bit bus, and makes use of a 40 nm design. It features 480 SPUs, 24 TAUs, and 8 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 6570 (OEM) 2GB 50 Watts
GeForce 9800 GT 1GB 105 Watts
Difference: 55 Watts (110%)

Memory Bandwidth

The Radeon HD 6570 (OEM) 2GB, in theory, should be a bit faster than the GeForce 9800 GT 1GB in general. (explain)

Radeon HD 6570 (OEM) 2GB 64000 MB/sec
GeForce 9800 GT 1GB 57600 MB/sec
Difference: 6400 (11%)

Texel Rate

The GeForce 9800 GT 1GB is quite a bit (approximately 115%) faster with regards to texture filtering than the Radeon HD 6570 (OEM) 2GB. (explain)

GeForce 9800 GT 1GB 33600 Mtexels/sec
Radeon HD 6570 (OEM) 2GB 15600 Mtexels/sec
Difference: 18000 (115%)

Pixel Rate

The GeForce 9800 GT 1GB will be quite a bit (approximately 85%) better at anti-aliasing than the Radeon HD 6570 (OEM) 2GB, and also able to handle higher screen resolutions better. (explain)

GeForce 9800 GT 1GB 9600 Mpixels/sec
Radeon HD 6570 (OEM) 2GB 5200 Mpixels/sec
Difference: 4400 (85%)

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

GeForce 9800 GT 1GB

Amazon.com

Radeon HD 6570 (OEM) 2GB

Amazon.com

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

Model GeForce 9800 GT 1GB Radeon HD 6570 (OEM) 2GB
Manufacturer nVidia AMD
Year July 2008 February 2011
Code Name G92a/b Turks
Fab Process 65/55 nm 40 nm
Bus PCIe x16 2.0 PCIe 2.1 x16
Memory 1024 MB 1024 MB
Core Speed 600 MHz 650 MHz
Shader Speed 1500 MHz (N/A) MHz
Memory Speed 900 MHz (1800 MHz effective) 1000 MHz (4000 MHz effective)
Unified Shaders 112 480
Texture Mapping Units 56 24
Render Output Units 16 8
Bus Type GDDR3 GDDR5
Bus Width 256-bit 128-bit
DirectX Version DirectX 10 DirectX 11
OpenGL Version OpenGL 3.0 OpenGL 4.1
Power (Max TDP) 105 watts 50 watts
Shader Model 4.0 5.0
Bandwidth 57600 MB/sec 64000 MB/sec
Texel Rate 33600 Mtexels/sec 15600 Mtexels/sec
Pixel Rate 9600 Mpixels/sec 5200 Mpixels/sec

Memory Bandwidth: Bandwidth is the largest amount of information (measured in megabytes per second) that can be transported across the external memory interface in one second. The number is worked out by multiplying the interface width by its memory speed. In the case of DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.

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

Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on lots of 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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