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GeForce GTX 280 vs Radeon HD 7950

Intro

The GeForce GTX 280 features a GPU core speed of 602 MHz, and the 1024 MB of GDDR3 memory runs at 1107 MHz through a 512-bit bus. It also is made up of 240 SPUs, 80 TAUs, and 32 ROPs.

Compare those specs to the Radeon HD 7950, which uses a 28 nm design. AMD has clocked the core speed at 800 MHz. The GDDR5 memory is set to run at a frequency of 1250 MHz on this specific card. It features 1792 SPUs as well as 112 Texture Address Units and 32 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 7950 200 Watts
GeForce GTX 280 236 Watts
Difference: 36 Watts (18%)

Memory Bandwidth

In theory, the Radeon HD 7950 should be quite a bit faster than the GeForce GTX 280 in general. (explain)

Radeon HD 7950 240000 MB/sec
GeForce GTX 280 141696 MB/sec
Difference: 98304 (69%)

Texel Rate

The Radeon HD 7950 is a lot (about 86%) faster with regards to AF than the GeForce GTX 280. (explain)

Radeon HD 7950 89600 Mtexels/sec
GeForce GTX 280 48160 Mtexels/sec
Difference: 41440 (86%)

Pixel Rate

If running with high levels of AA is important to you, then the Radeon HD 7950 is superior to the GeForce GTX 280, by far. (explain)

Radeon HD 7950 25600 Mpixels/sec
GeForce GTX 280 19264 Mpixels/sec
Difference: 6336 (33%)

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 GTX 280

Amazon.com

Radeon HD 7950

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 GTX 280 Radeon HD 7950
Manufacturer nVidia AMD
Year June 17, 2008 January 2012
Code Name G200 Tahiti Pro
Fab Process 65 nm 28 nm
Bus PCIe x16 2.0 PCIe 3.0 x16
Memory 1024 MB 1536 MB
Core Speed 602 MHz 800 MHz
Shader Speed 1296 MHz (N/A) MHz
Memory Speed 1107 MHz (2214 MHz effective) 1250 MHz (5000 MHz effective)
Unified Shaders 240 1792
Texture Mapping Units 80 112
Render Output Units 32 32
Bus Type GDDR3 GDDR5
Bus Width 512-bit 384-bit
DirectX Version DirectX 10 DirectX 11.1
OpenGL Version OpenGL 3.1 OpenGL 4.2
Power (Max TDP) 236 watts 200 watts
Shader Model 4.0 5.0
Bandwidth 141696 MB/sec 240000 MB/sec
Texel Rate 48160 Mtexels/sec 89600 Mtexels/sec
Pixel Rate 19264 Mpixels/sec 25600 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the maximum amount of data (counted in megabytes per second) that can be transferred over the external memory interface within a second. It's worked out by multiplying the interface width by its memory speed. In the case of DDR type memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed per second. This number is calculated by multiplying the total number of texture units of the card by the core speed of the chip. The higher the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.

Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card can possibly write to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.

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