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GeForce GTX 280 vs Radeon HD 4870 512MB

Intro

The GeForce GTX 280 comes with a GPU core clock speed of 602 MHz, and the 1024 MB of GDDR3 RAM runs at 1107 MHz through a 512-bit bus. It also is comprised of 240 SPUs, 80 Texture Address Units, and 32 ROPs.

Compare all that to the Radeon HD 4870 512MB, which uses a 55 nm design. ATi has set the core speed at 750 MHz. The GDDR5 memory works at a frequency of 900 MHz on this particular card. It features 800(160x5) SPUs as well as 40 Texture Address Units and 16 ROPs.

Battlefield Bad Company 2

Settings: High Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce GTX 280 36 FPS
Radeon HD 4870 512MB 20 FPS
Difference: 16 FPS (80%)

F.E.A.R. 2

Settings: Maximum Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Unknown (Source)
Radeon HD 4870 512MB 78 FPS
GeForce GTX 280 73 FPS
Difference: 5 FPS (7%)

Fallout 3

Settings: Very High Quality
AA: 8x
AF: 16x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce GTX 280 65 FPS
Radeon HD 4870 512MB 51 FPS
Difference: 14 FPS (27%)

Fallout 3

Settings: Very High Quality
AA: 4x
AF: 8x
Resolution: 1680x1050
Test Machine: Tom's Hardware Charts Test Rig (Source)
GeForce GTX 280 84 FPS
Radeon HD 4870 512MB 71 FPS
Difference: 13 FPS (18%)

Left4Dead

Settings: Very High Quality
AA: 8x
AF: 16x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
Radeon HD 4870 512MB 72 FPS
GeForce GTX 280 71 FPS
Difference: 1 FPS (1%)

Left4Dead

Settings: Very High Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Charts Test Rig (Source)
GeForce GTX 280 89 FPS
Radeon HD 4870 512MB 78 FPS
Difference: 11 FPS (14%)

Left4Dead 2

Settings: Very High
AA: 8x
AF: 16x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce GTX 280 80 FPS
Radeon HD 4870 512MB 77 FPS
Difference: 3 FPS (4%)

Mass Effect 2

Settings: Maximum Quality
AA: none
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce GTX 280 117 FPS
Radeon HD 4870 512MB 96 FPS
Difference: 21 FPS (22%)

Supreme Commander 2

Settings: High
AA: 8x
AF: 16x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
Radeon HD 4870 512MB 55 FPS
GeForce GTX 280 38 FPS
Difference: 17 FPS (45%)

Tom Clancy's Endwar

Settings: High Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
Radeon HD 4870 512MB 30 FPS
GeForce GTX 280 28 FPS
Difference: 2 FPS (7%)

Tom Clancy's H.A.W.X

Settings: High Quality
AA: 4x
AF: 8x
Resolution: 1680x1050
Test Machine: Tom's Hardware Charts Test Rig (Source)
GeForce GTX 280 57 FPS
Radeon HD 4870 512MB 36 FPS
Difference: 21 FPS (58%)

GeForce GTX 280 wins

(Based entirely on the benchmarks listed above)

When combining all game benchmark scores on this page together, the GeForce GTX 280 wins overall, by 74 FPS. Please note that we do not have the results of every benchmark ever done for these cards, so the results may differ wildly in different games.

GeForce GTX 280 738 FPS
Radeon HD 4870 512MB 664 FPS
Difference: 74 FPS (11%)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 4870 512MB 150 Watts
GeForce GTX 280 236 Watts
Difference: 86 Watts (57%)

Memory Bandwidth

The GeForce GTX 280 should in theory perform a lot faster than the Radeon HD 4870 512MB overall. (explain)

GeForce GTX 280 141696 MB/sec
Radeon HD 4870 512MB 115200 MB/sec
Difference: 26496 (23%)

Texel Rate

The GeForce GTX 280 will be quite a bit (approximately 61%) more effective at anisotropic filtering than the Radeon HD 4870 512MB. (explain)

GeForce GTX 280 48160 Mtexels/sec
Radeon HD 4870 512MB 30000 Mtexels/sec
Difference: 18160 (61%)

Pixel Rate

The GeForce GTX 280 will be quite a bit (more or less 61%) more effective at full screen anti-aliasing than the Radeon HD 4870 512MB, and also able to handle higher screen resolutions without slowing down too much. (explain)

GeForce GTX 280 19264 Mpixels/sec
Radeon HD 4870 512MB 12000 Mpixels/sec
Difference: 7264 (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

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 GTX 280

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Radeon HD 4870 512MB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce GTX 280 Radeon HD 4870 512MB
Manufacturer nVidia ATi
Year June 17, 2008 Jun 25, 2008
Code Name G200 RV770 XT
Fab Process 65 nm 55 nm
Bus PCIe x16 2.0 PCIe 2.0 x16
Memory 1024 MB 512 MB
Core Speed 602 MHz 750 MHz
Shader Speed 1296 MHz (N/A) MHz
Memory Speed 1107 MHz 900 MHz
Unified Shaders 240 800(160x5)
Texture Mapping Units 80 40
Render Output Units 32 16
Bus Type GDDR3 GDDR5
Bus Width 512-bit 256-bit
DirectX Version DirectX 10 DirectX 10.1
OpenGL Version OpenGL 3.1 OpenGL 3.0
Power (Max TDP) 236 watts 150 watts
Shader Model 4.0 4.1
Bandwidth 141696 MB/sec 115200 MB/sec
Texel Rate 48160 Mtexels/sec 30000 Mtexels/sec
Pixel Rate 19264 Mpixels/sec 12000 Mpixels/sec

Memory Bandwidth: Bandwidth is the maximum amount of data (measured in megabytes per second) that can be transferred over the external memory interface within a second. It is worked out by multiplying the interface width by its memory speed. In the case of DDR RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and high resolutions.

Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied in one second. This figure is worked out by multiplying the total number of texture units by the core speed of the chip. The higher this number, the better the 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 amount of pixels that the graphics chip could possibly write to its local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Render Output Units by the clock speed of the card. 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, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.

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