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GeForce GT 640 DDR3 vs Radeon HD 5850

Intro

The GeForce GT 640 DDR3 comes with a core clock speed of 900 MHz and a DDR3 memory frequency of 1782 MHz. It also uses a 128-bit memory bus, and makes use of a 28 nm design. It is comprised of 384 SPUs, 32 Texture Address Units, and 16 ROPs.

Compare all of that to the Radeon HD 5850, which features core clock speeds of 725 MHz on the GPU, and 1000 MHz on the 1024 MB of GDDR5 memory. It features 1440(288x5) SPUs along with 72 Texture Address Units and 32 Rasterization Operator Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GT 640 DDR3 65 Watts
Radeon HD 5850 151 Watts
Difference: 86 Watts (132%)

Memory Bandwidth

Theoretically speaking, the Radeon HD 5850 is 124% faster than the GeForce GT 640 DDR3 in general, because of its higher bandwidth. (explain)

Radeon HD 5850 128000 MB/sec
GeForce GT 640 DDR3 57024 MB/sec
Difference: 70976 (124%)

Texel Rate

The Radeon HD 5850 should be much (about 81%) better at anisotropic filtering than the GeForce GT 640 DDR3. (explain)

Radeon HD 5850 52200 Mtexels/sec
GeForce GT 640 DDR3 28800 Mtexels/sec
Difference: 23400 (81%)

Pixel Rate

The Radeon HD 5850 is a lot (about 61%) faster with regards to anti-aliasing than the GeForce GT 640 DDR3, and also should be able to handle higher resolutions without losing too much performance. (explain)

Radeon HD 5850 23200 Mpixels/sec
GeForce GT 640 DDR3 14400 Mpixels/sec
Difference: 8800 (61%)

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 GT 640 DDR3

Amazon.com

Radeon HD 5850

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 GT 640 DDR3 Radeon HD 5850
Manufacturer nVidia AMD
Year June 2012 September 30, 2009
Code Name GK107 Cypress PRO
Fab Process 28 nm 40 nm
Bus PCIe 3.0 x16 PCIe 2.1 x16
Memory 2048 MB 1024 MB
Core Speed 900 MHz 725 MHz
Shader Speed 900 MHz (N/A) MHz
Memory Speed 1782 MHz (3564 MHz effective) 1000 MHz (4000 MHz effective)
Unified Shaders 384 1440(288x5)
Texture Mapping Units 32 72
Render Output Units 16 32
Bus Type DDR3 GDDR5
Bus Width 128-bit 256-bit
DirectX Version DirectX 11.0 DirectX 11
OpenGL Version OpenGL 4.2 OpenGL 3.2
Power (Max TDP) 65 watts 151 watts
Shader Model 5.0 5.0
Bandwidth 57024 MB/sec 128000 MB/sec
Texel Rate 28800 Mtexels/sec 52200 Mtexels/sec
Pixel Rate 14400 Mpixels/sec 23200 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the max amount of information (counted in MB per second) that can be transferred over the external memory interface within a second. The number is calculated by multiplying the card's interface width by its memory clock speed. If it uses DDR RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the 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 texture map elements (texels) that can be applied in one second. This number is calculated by multiplying the total number of texture units by the core clock speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.

Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly record to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as 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 of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.

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