Compare any two graphics cards:
GeForce GTX 260 216SP 55 nm vs Radeon HD 4870 512MB
Intro
The GeForce GTX 260 216SP 55 nm features core clock speeds of 576 MHz on the GPU, and 999 MHz on the 896 MB of GDDR3 RAM. It features 216 SPUs along with 72 Texture Address Units and 28 ROPs.
Compare those specs to the Radeon HD 4870 512MB, which has GPU clock speed of 750 MHz, and 512 MB of GDDR5 memory set to run at 900 MHz through a 256-bit bus. It also features 800(160x5) Stream Processors, 40 Texture Address Units, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
| Radeon HD 4870 512MB |
|
150 Watts |
| GeForce GTX 260 216SP 55 nm |
|
171 Watts |
| |
Difference: 21 Watts (14%)
|
|
Memory Bandwidth
In theory, the Radeon HD 4870 512MB should be just a bit faster than the GeForce GTX 260 216SP 55 nm in general. (explain)
| Radeon HD 4870 512MB |
|
115200 MB/sec |
| GeForce GTX 260 216SP 55 nm |
|
111888 MB/sec |
| |
Difference: 3312 (3%)
|
|
Texel Rate
The GeForce GTX 260 216SP 55 nm is much (more or less 38%) faster with regards to texture filtering than the Radeon HD 4870 512MB. (
explain)
| GeForce GTX 260 216SP 55 nm |
|
41472 Mtexels/sec |
| Radeon HD 4870 512MB |
|
30000 Mtexels/sec |
| |
Difference: 11472 (38%)
|
|
Pixel Rate
If running with a high resolution is important to you, then the GeForce GTX 260 216SP 55 nm is a better choice, by a large margin. (
explain)
| GeForce GTX 260 216SP 55 nm |
|
16128 Mpixels/sec |
| Radeon HD 4870 512MB |
|
12000 Mpixels/sec |
| |
Difference: 4128 (34%)
|
|
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 216SP 55 nm
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 260 216SP 55 nm |
Radeon HD 4870 512MB |
| Manufacturer
| nVidia |
ATi |
| Year
| December 22, 2008 |
Jun 25, 2008 |
| Code Name
| G200b |
RV770 XT |
| Fab Process
| 55 nm |
55 nm |
| Bus
| PCIe x16 2.0 |
PCIe 2.0 x16 |
| Memory
| 896 MB |
512 MB |
| Core Speed
| 576 MHz |
750 MHz |
| Shader Speed
| 1242 MHz |
(N/A) MHz |
| Memory Speed
| 999 MHz |
900 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)
| 171 watts |
150 watts |
| Shader Model
| 4.0 |
4.1 |
| Bandwidth
| 111888 MB/sec |
115200 MB/sec |
| Texel Rate
| 41472 Mtexels/sec |
30000 Mtexels/sec |
| Pixel Rate
| 16128 Mpixels/sec |
12000 Mpixels/sec |
Memory Bandwidth: Memory bandwidth is the largest amount of data (measured in megabytes per second) that can be transported over the external memory interface within a second. It's calculated by multiplying the card's interface width by its memory clock speed. If the card has DDR type memory, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x.
The higher the memory bandwidth, the faster the card will be in general. It especially helps with AA, 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 is worked out by multiplying the total number of texture units by the core clock speed of the chip. The better the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly record to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Raster Operations Pipelines 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 rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.
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