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Geforce GTX 760 vs Radeon HD 4670 1GB

Intro

The Geforce GTX 760 has core speeds of 980 MHz on the GPU, and 1502 MHz on the 2048 MB of GDDR5 memory. It features 1152 SPUs along with 96 Texture Address Units and 32 Rasterization Operator Units.

Compare those specifications to the Radeon HD 4670 1GB, which uses a 55 nm design. AMD has clocked the core frequency at 750 MHz. The GDDR4/GDDR3/DDR3/DDR2 RAM runs at a frequency of 1100 MHz on this specific model. It features 320(64x5) SPUs as well as 32 TAUs and 8 ROPs.

Display Graphs

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(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

The Geforce GTX 760 should theoretically perform a lot faster than the Radeon HD 4670 1GB in general. (explain)

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

Texel Rate

The Geforce GTX 760 will be a lot (about 292%) more effective 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 a high screen resolution is important to you, then the Geforce GTX 760 is the winner, by a large margin. (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

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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

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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 largest amount of data (measured in megabytes per second) that can be moved across the external memory interface within a second. It's calculated by multiplying the card's bus width by the speed of its memory. In the case of DDR RAM, it must 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 high resolutions.

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

Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - also called 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 - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.

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