Compare any two graphics cards:
GeForce GTX 280 vs Radeon HD 4870 1GB
Intro
The GeForce GTX 280 has a GPU clock speed of 602 MHz, and the 1024 MB of GDDR3 RAM is set to run at 1107 MHz through a 512-bit bus. It also features 240 SPUs, 80 TAUs, and 32 Raster Operation Units.
Compare all that to the Radeon HD 4870 1GB, which features core speeds of 750 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR5 RAM. It features 800(160x5) SPUs as well as 40 TAUs and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
| Radeon HD 4870 1GB |
|
150 Watts |
| GeForce GTX 280 |
|
236 Watts |
| |
Difference: 86 Watts (57%)
|
|
Memory Bandwidth
In theory, the GeForce GTX 280 should be 23% faster than the Radeon HD 4870 1GB in general, due to its higher data rate. (explain)
| GeForce GTX 280 |
|
141696 MB/sec |
| Radeon HD 4870 1GB |
|
115200 MB/sec |
| |
Difference: 26496 (23%)
|
|
Texel Rate
The GeForce GTX 280 should be quite a bit (about 61%) better at texture filtering than the Radeon HD 4870 1GB. (
explain)
| GeForce GTX 280 |
|
48160 Mtexels/sec |
| Radeon HD 4870 1GB |
|
30000 Mtexels/sec |
| |
Difference: 18160 (61%)
|
|
Pixel Rate
If using lots of anti-aliasing is important to you, then the GeForce GTX 280 is superior to the Radeon HD 4870 1GB, and very much so. (
explain)
| GeForce GTX 280 |
|
19264 Mpixels/sec |
| Radeon HD 4870 1GB |
|
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 1GB
Amazon.com
Other US-based stores
Amazon.co.uk
Amazon.de
Amazon.fr
|
Specifications
| Model
| GeForce GTX 280 |
Radeon HD 4870 1GB |
| 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 |
1024 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 (in units of MB per second) that can be transported across the external memory interface within a second. It is calculated by multiplying the interface width by its memory speed. If the card has DDR memory, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x.
The better the bandwidth is, the faster 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 number of texture map elements (texels) that can be applied in one second. This figure is worked out by multiplying the total amount of 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 in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly record to its local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the number 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 filling the screen with pixels (the image).
The actual pixel rate also depends on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.
Comments
Be the first to leave a comment!