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GeForce GTX 260 Core 216 vs Radeon HD 4890 2GB

Intro

The GeForce GTX 260 Core 216 uses a 65 nm design. nVidia has set the core speed at 576 MHz. The GDDR3 RAM works at a frequency of 999 MHz on this model. It features 216 SPUs as well as 72 Texture Address Units and 28 ROPs.

Compare all of that to the Radeon HD 4890 2GB, which uses a 55 nm design. ATi has clocked the core frequency at 1000 MHz. The GDDR5 memory runs at a frequency of 975 MHz on this specific model. It features 800(160x5) SPUs along with 40 TAUs and 16 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 4890 2GB 190 Watts
GeForce GTX 260 Core 216 202 Watts
Difference: 12 Watts (6%)

Memory Bandwidth

In theory, the Radeon HD 4890 2GB is 12% quicker than the GeForce GTX 260 Core 216 in general, due to its higher data rate. (explain)

Radeon HD 4890 2GB 124800 MB/sec
GeForce GTX 260 Core 216 111888 MB/sec
Difference: 12912 (12%)

Texel Rate

The GeForce GTX 260 Core 216 is just a bit (more or less 4%) faster with regards to texture filtering than the Radeon HD 4890 2GB. (explain)

GeForce GTX 260 Core 216 41472 Mtexels/sec
Radeon HD 4890 2GB 40000 Mtexels/sec
Difference: 1472 (4%)

Pixel Rate

The GeForce GTX 260 Core 216 will be a small bit (more or less 1%) faster with regards to full screen anti-aliasing than the Radeon HD 4890 2GB, and also able to handle higher screen resolutions while still performing well. (explain)

GeForce GTX 260 Core 216 16128 Mpixels/sec
Radeon HD 4890 2GB 16000 Mpixels/sec
Difference: 128 (1%)

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 260 Core 216

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Radeon HD 4890 2GB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce GTX 260 Core 216 Radeon HD 4890 2GB
Manufacturer nVidia ATi
Year September 16, 2008 Apr 2, 2009
Code Name G200 RV790 XT
Fab Process 65 nm 55 nm
Bus PCIe x16 2.0 PCIe 2.0 x16
Memory 896 MB 2048 MB
Core Speed 576 MHz 1000 MHz
Shader Speed 1242 MHz (N/A) MHz
Memory Speed 999 MHz 975 MHz
Unified Shaders 216 800(160x5)
Texture Mapping Units 72 40
Render Output Units 28 16
Bus Type GDDR3 GDDR5
Bus Width 448-bit 256-bit
DirectX Version DirectX 10 DirectX 10.1
OpenGL Version OpenGL 3.1 OpenGL 3.0
Power (Max TDP) 202 watts 190 watts
Shader Model 4.0 4.1
Bandwidth 111888 MB/sec 124800 MB/sec
Texel Rate 41472 Mtexels/sec 40000 Mtexels/sec
Pixel Rate 16128 Mpixels/sec 16000 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the maximum amount of data (counted in megabytes per second) that can be transferred past the external memory interface within a second. It is worked out by multiplying the card's bus width by the speed of its memory. If it uses DDR type RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better 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 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 the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.

Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly write to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.

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