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Radeon HD 4850 512MB vs Radeon HD 7850

Intro

The Radeon HD 4850 512MB has clock speeds of 625 MHz on the GPU, and 993 MHz on the 512 MB of GDDR3 RAM. It features 800(160x5) SPUs along with 40 Texture Address Units and 16 Rasterization Operator Units.

Compare those specifications to the Radeon HD 7850, which makes use of a 28 nm design. AMD has set the core speed at 860 MHz. The GDDR5 RAM runs at a speed of 1200 MHz on this particular model. It features 1024 SPUs along with 64 Texture Address Units and 32 ROPs.

Display Graphs

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(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 4850 512MB 110 Watts
Radeon HD 7850 130 Watts
Difference: 20 Watts (18%)

Memory Bandwidth

In theory, the Radeon HD 7850 should be quite a bit faster than the Radeon HD 4850 512MB overall. (explain)

Radeon HD 7850 153600 MB/sec
Radeon HD 4850 512MB 63552 MB/sec
Difference: 90048 (142%)

Texel Rate

The Radeon HD 7850 is much (approximately 120%) more effective at anisotropic filtering than the Radeon HD 4850 512MB. (explain)

Radeon HD 7850 55040 Mtexels/sec
Radeon HD 4850 512MB 25000 Mtexels/sec
Difference: 30040 (120%)

Pixel Rate

If using lots of anti-aliasing is important to you, then the Radeon HD 7850 is the winner, by far. (explain)

Radeon HD 7850 27520 Mpixels/sec
Radeon HD 4850 512MB 10000 Mpixels/sec
Difference: 17520 (175%)

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

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Radeon HD 4850 512MB

Amazon.com

Radeon HD 7850

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

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Model Radeon HD 4850 512MB Radeon HD 7850
Manufacturer AMD AMD
Year Jun 25, 2008 March 2012
Code Name RV770 PRO Pitcairn Pro
Fab Process 55 nm 28 nm
Bus PCIe 2.0 x16 PCIe 3.0 x16
Memory 512 MB 2048 MB
Core Speed 625 MHz 860 MHz
Shader Speed N/A MHz (N/A) MHz
Memory Speed 1986 MHz 4800 MHz
Unified Shaders 800(160x5) 1024
Texture Mapping Units 40 64
Render Output Units 16 32
Bus Type GDDR3 GDDR5
Bus Width 256-bit 256-bit
DirectX Version DirectX 10.1 DirectX 11.1
OpenGL Version OpenGL 3.0 OpenGL 4.2
Power (Max TDP) 110 watts 130 watts
Shader Model 4.1 5.0
Bandwidth 63552 MB/sec 153600 MB/sec
Texel Rate 25000 Mtexels/sec 55040 Mtexels/sec
Pixel Rate 10000 Mpixels/sec 27520 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the max amount of information (counted in megabytes per second) that can be transferred past the external memory interface in a second. It is calculated by multiplying the bus width by its memory clock speed. If it uses DDR memory, it should be multiplied by 2 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 anti-aliasing, High Dynamic Range 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 texture units of the card by the core speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.

Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly write to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Raster Operations Pipelines by the the core 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 fill rate is also dependant on many 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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