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GeForce 9800 GX2 vs Radeon HD 6670 (OEM)

Intro

The GeForce 9800 GX2 comes with a clock frequency of 600 MHz and a GDDR3 memory speed of 1000 MHz. It also uses a 256-bit memory bus, and uses a 65 nm design. It is made up of 128 SPUs, 64 TAUs, and 16 Raster Operation Units.

Compare those specifications to the Radeon HD 6670 (OEM), which features core speeds of 800 MHz on the GPU, and 1000 MHz on the 512 MB of GDDR5 memory. It features 480 SPUs as well as 24 TAUs and 8 Rasterization Operator Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 6670 (OEM) 63 Watts
GeForce 9800 GX2 197 Watts
Difference: 134 Watts (213%)

Memory Bandwidth

The GeForce 9800 GX2 should in theory perform a lot faster than the Radeon HD 6670 (OEM) in general. (explain)

GeForce 9800 GX2 128000 MB/sec
Radeon HD 6670 (OEM) 64000 MB/sec
Difference: 64000 (100%)

Texel Rate

The GeForce 9800 GX2 is a lot (more or less 300%) better at AF than the Radeon HD 6670 (OEM). (explain)

GeForce 9800 GX2 76800 Mtexels/sec
Radeon HD 6670 (OEM) 19200 Mtexels/sec
Difference: 57600 (300%)

Pixel Rate

The GeForce 9800 GX2 is quite a bit (more or less 200%) more effective at AA than the Radeon HD 6670 (OEM), and capable of handling higher resolutions without losing too much performance. (explain)

GeForce 9800 GX2 19200 Mpixels/sec
Radeon HD 6670 (OEM) 6400 Mpixels/sec
Difference: 12800 (200%)

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 6670 (OEM)

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce 9800 GX2 Radeon HD 6670 (OEM)
Manufacturer nVidia ATi
Year Mar 2008 February 2011
Code Name G92 Turks
Fab Process 65 nm 40 nm
Bus PCIe x16 2.0 PCIe 2.1 x16
Memory 512 MB (x2) 512 MB
Core Speed 600 MHz (x2) 800 MHz
Shader Speed 1500 MHz (x2) (N/A) MHz
Memory Speed 1000 MHz (x2) 1000 MHz
Unified Shaders 128 (x2) 480
Texture Mapping Units 64 (x2) 24
Render Output Units 16 (x2) 8
Bus Type GDDR3 GDDR5
Bus Width 256-bit (x2) 128-bit
DirectX Version DirectX 10 DirectX 11
OpenGL Version OpenGL 3.0 OpenGL 4.1
Power (Max TDP) 197 watts 63 watts
Shader Model 4.0 5.0
Bandwidth 128000 MB/sec 64000 MB/sec
Texel Rate 76800 Mtexels/sec 19200 Mtexels/sec
Pixel Rate 19200 Mpixels/sec 6400 Mpixels/sec

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

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

Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the max fill rate.

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