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Geforce GTX 760 vs Radeon HD 4670 1GB

Intro

The Geforce GTX 760 features a GPU core clock speed of 980 MHz, and the 2048 MB of GDDR5 memory is set to run at 1502 MHz through a 256-bit bus. It also is made up of 1152 Stream Processors, 96 TAUs, and 32 Raster Operation Units.

Compare all of that to the Radeon HD 4670 1GB, which features core speeds of 750 MHz on the GPU, and 1100 MHz on the 1024 MB of GDDR4/GDDR3/DDR3/DDR2 memory. It features 320(64x5) SPUs as well as 32 TAUs and 8 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 4670 1GB 70 Watts
Geforce GTX 760 170 Watts
Difference: 100 Watts (143%)

Memory Bandwidth

In theory, the Geforce GTX 760 should be 446% quicker than the Radeon HD 4670 1GB overall, due to its higher data rate. (explain)

Geforce GTX 760 192256 MB/sec
Radeon HD 4670 1GB 35200 MB/sec
Difference: 157056 (446%)

Texel Rate

The Geforce GTX 760 is much (about 292%) better at texture filtering than the Radeon HD 4670 1GB. (explain)

Geforce GTX 760 94080 Mtexels/sec
Radeon HD 4670 1GB 24000 Mtexels/sec
Difference: 70080 (292%)

Pixel Rate

If running with lots of anti-aliasing is important to you, then the Geforce GTX 760 is the winner, by far. (explain)

Geforce GTX 760 31360 Mpixels/sec
Radeon HD 4670 1GB 6000 Mpixels/sec
Difference: 25360 (423%)

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 760

Amazon.com

Radeon HD 4670 1GB

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 760 Radeon HD 4670 1GB
Manufacturer nVidia AMD
Year June 2013 Sep 10, 2008
Code Name GK104 RV730 XT
Fab Process 28 nm 55 nm
Bus PCIe 3.0 x16 PCIe 2.0 x16, AGP 8x
Memory 2048 MB 1024 MB
Core Speed 980 MHz 750 MHz
Shader Speed 980 MHz (N/A) MHz
Memory Speed 1502 MHz (6008 MHz effective) 1100 MHz (2200 MHz effective)
Unified Shaders 1152 320(64x5)
Texture Mapping Units 96 32
Render Output Units 32 8
Bus Type GDDR5 GDDR4/GDDR3/DDR3/DDR2
Bus Width 256-bit 128-bit
DirectX Version DirectX 11.0 DirectX 10.1
OpenGL Version OpenGL 4.3 OpenGL 3.0
Power (Max TDP) 170 watts 70 watts
Shader Model 5.0 4.1
Bandwidth 192256 MB/sec 35200 MB/sec
Texel Rate 94080 Mtexels/sec 24000 Mtexels/sec
Pixel Rate 31360 Mpixels/sec 6000 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the maximum amount of data (counted in MB per second) that can be transferred over the external memory interface within a second. It is worked out by multiplying the bus width by its memory clock speed. If the card has DDR type RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.

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

Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly record to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. 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 get to the maximum fill rate.

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