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Radeon HD 4850 512MB vs Radeon HD 7850

Intro

The Radeon HD 4850 512MB has core 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 TAUs and 16 ROPs.

Compare all of that to the Radeon HD 7850, which comes with core clock speeds of 860 MHz on the GPU, and 1200 MHz on the 2048 MB of GDDR5 memory. It features 1024 SPUs along with 64 Texture Address Units and 32 Rasterization Operator Units.

(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 perform much 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 a lot (more or less 120%) better at texture 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 high levels of AA is important to you, then the Radeon HD 7850 is superior to the Radeon HD 4850 512MB, by a large margin. (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

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.

Radeon HD 4850 512MB

Amazon.com

Other US-based stores

Radeon HD 7850

Amazon.com

Other US-based stores

Specifications

Model Radeon HD 4850 512MB Radeon HD 7850
Manufacturer ATi ATi
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 993 MHz (1986 MHz effective) 1200 MHz (4800 MHz effective)
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: Bandwidth is the max amount of data (counted in megabytes per second) that can be transported past the external memory interface in one second. It is calculated by multiplying the interface width by the speed of its memory. If the card has DDR memory, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.

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

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

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