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Geforce GTX 680 vs Radeon HD 5870

Intro

The Geforce GTX 680 comes with a core clock frequency of 1006 MHz and a GDDR5 memory speed of 1502 MHz. It also features a 256-bit memory bus, and makes use of a 28 nm design. It features 1536 SPUs, 128 TAUs, and 32 Raster Operation Units.

Compare that to the Radeon HD 5870, which has a GPU core clock speed of 850 MHz, and 1024 MB of GDDR5 memory running at 1200 MHz through a 256-bit bus. It also is made up of 1600(320x5) Stream Processors, 80 TAUs, and 32 Raster Operation Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 5870 188 Watts
Geforce GTX 680 195 Watts
Difference: 7 Watts (4%)

Memory Bandwidth

Theoretically speaking, the Geforce GTX 680 should perform a lot faster than the Radeon HD 5870 overall. (explain)

Geforce GTX 680 192256 MB/sec
Radeon HD 5870 153600 MB/sec
Difference: 38656 (25%)

Texel Rate

The Geforce GTX 680 should be much (about 89%) more effective at texture filtering than the Radeon HD 5870. (explain)

Geforce GTX 680 128768 Mtexels/sec
Radeon HD 5870 68000 Mtexels/sec
Difference: 60768 (89%)

Pixel Rate

The Geforce GTX 680 is a little bit (more or less 18%) better at full screen anti-aliasing than the Radeon HD 5870, and also capable of handling higher screen resolutions without losing too much performance. (explain)

Geforce GTX 680 32192 Mpixels/sec
Radeon HD 5870 27200 Mpixels/sec
Difference: 4992 (18%)

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 680

Amazon.com

Radeon HD 5870

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 680 Radeon HD 5870
Manufacturer nVidia AMD
Year March 2012 September 23, 2009
Code Name GK104 Cypress XT
Fab Process 28 nm 40 nm
Bus PCIe 3.0 x16 PCIe 2.1 x16
Memory 2048 MB 1024 MB
Core Speed 1006 MHz 850 MHz
Shader Speed 1006 MHz (N/A) MHz
Memory Speed 1502 MHz (6008 MHz effective) 1200 MHz (4800 MHz effective)
Unified Shaders 1536 1600(320x5)
Texture Mapping Units 128 80
Render Output Units 32 32
Bus Type GDDR5 GDDR5
Bus Width 256-bit 256-bit
DirectX Version DirectX 11.0 DirectX 11
OpenGL Version OpenGL 4.2 OpenGL 3.2
Power (Max TDP) 195 watts 188 watts
Shader Model 5.0 5.0
Bandwidth 192256 MB/sec 153600 MB/sec
Texel Rate 128768 Mtexels/sec 68000 Mtexels/sec
Pixel Rate 32192 Mpixels/sec 27200 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the max amount of information (measured in MB per second) that can be moved across the external memory interface within a second. The number is worked out by multiplying the card's interface width by its memory clock speed. If it uses DDR type RAM, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.

Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This is worked out by multiplying the total texture units of the card by the core speed of the chip. The better this number, the better the graphics 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 the video card can possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel 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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