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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 speed at 738 MHz. The GDDR3 RAM works at a speed of 1100 MHz on this specific model. It features 128 SPUs as well as 64 Texture Address Units and 16 Rasterization Operator Units.

Compare that to the Radeon HD 5770, which uses a 40 nm design. ATi has clocked the core frequency at 850 MHz. The GDDR5 RAM runs at a frequency of 1200 MHz on this specific card. It features 800(160x5) SPUs as well as 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 be 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 should be quite a bit (about 39%) better at anisotropic 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

If running with lots of anti-aliasing is important to you, then the Radeon HD 5770 is the winner, though not by far. (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

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 GTS 250 512MB

Amazon.com

Other US-based stores

Radeon HD 5770

Amazon.com

Other US-based stores

Specifications

Model GeForce GTS 250 512MB Radeon HD 5770
Manufacturer nVidia ATi
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 largest amount of data (measured in megabytes per second) that can be transferred over the external memory interface in one second. It is worked out by multiplying the bus width by the speed of its memory. If the card has DDR memory, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.

Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are 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 the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.

Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card can possibly write to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.

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