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GeForce GTS 250 512MB vs Radeon HD 5770

Intro

The GeForce GTS 250 512MB uses a 65/55 nm design. nVidia has set the core frequency at 738 MHz. The GDDR3 memory is set to run at a frequency of 1100 MHz on this model. It features 128 SPUs as well as 64 TAUs and 16 Rasterization Operator Units.

Compare that to the Radeon HD 5770, which comes with a clock frequency of 850 MHz and a GDDR5 memory frequency of 1200 MHz. It also makes use of a 128-bit memory bus, and makes use of a 40 nm design. It is made up of 800(160x5) SPUs, 40 Texture Address Units, and 16 ROPs.

Crysis

Settings: High Detail
AA: 4x
AF: none
Resolution: 1680x1050
Test Machine: Intel Core i5-750,Windows 7 Ultimate x64,3 x 2GB (Source)
Radeon HD 5770 34 FPS
GeForce GTS 250 512MB 27 FPS
Difference: 7 FPS (26%)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 5770 108 Watts
GeForce GTS 250 512MB 145 Watts
Difference: 37 Watts (34%)

Memory Bandwidth

Theoretically speaking, the Radeon HD 5770 should perform just a bit faster than the GeForce GTS 250 512MB overall. (explain)

Radeon HD 5770 76800 MB/sec
GeForce GTS 250 512MB 70400 MB/sec
Difference: 6400 (9%)

Texel Rate

The GeForce GTS 250 512MB will be a lot (approximately 39%) more effective at texture filtering than the Radeon HD 5770. (explain)

GeForce GTS 250 512MB 47232 Mtexels/sec
Radeon HD 5770 34000 Mtexels/sec
Difference: 13232 (39%)

Pixel Rate

The Radeon HD 5770 is a small bit (approximately 15%) faster with regards to FSAA than the GeForce GTS 250 512MB, and also will be able to handle higher screen resolutions without slowing down too much. (explain)

Radeon HD 5770 13600 Mpixels/sec
GeForce GTS 250 512MB 11808 Mpixels/sec
Difference: 1792 (15%)

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 GTS 250 512MB

Amazon.com

Radeon HD 5770

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 GTS 250 512MB Radeon HD 5770
Manufacturer nVidia AMD
Year March 3, 2009 October 13, 2009
Code Name G92a/b Juniper XT
Fab Process 65/55 nm 40 nm
Bus PCIe x16 2.0 PCIe 2.1 x16
Memory 512 MB 1024 MB
Core Speed 738 MHz 850 MHz
Shader Speed 1836 MHz (N/A) MHz
Memory Speed 1100 MHz (2200 MHz effective) 1200 MHz (4800 MHz effective)
Unified Shaders 128 800(160x5)
Texture Mapping Units 64 40
Render Output Units 16 16
Bus Type GDDR3 GDDR5
Bus Width 256-bit 128-bit
DirectX Version DirectX 10 DirectX 11
OpenGL Version OpenGL 3.1 OpenGL 3.2
Power (Max TDP) 145 watts 108 watts
Shader Model 4.0 5.0
Bandwidth 70400 MB/sec 76800 MB/sec
Texel Rate 47232 Mtexels/sec 34000 Mtexels/sec
Pixel Rate 11808 Mpixels/sec 13600 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the max amount of information (in units of megabytes per second) that can be transported across the external memory interface in a second. The number is calculated by multiplying the card's interface width by the speed of its memory. If the card has DDR type RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.

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

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

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