Compare any two graphics cards:
GeForce GTX 260 vs Radeon HD 4870 512MB
Intro
The GeForce GTX 260 features a GPU core speed of 576 MHz, and the 896 MB of GDDR3 RAM is set to run at 999 MHz through a 448-bit bus. It also is comprised of 192 Stream Processors, 64 Texture Address Units, and 28 Raster Operation Units.
Compare all of that to the Radeon HD 4870 512MB, which has core clock speeds of 750 MHz on the GPU, and 900 MHz on the 512 MB of GDDR5 RAM. It features 800(160x5) SPUs along with 40 Texture Address Units and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
| Radeon HD 4870 512MB |
|
150 Watts |
| GeForce GTX 260 |
|
182 Watts |
| |
Difference: 32 Watts (21%)
|
|
Memory Bandwidth
Performance-wise, the Radeon HD 4870 512MB should in theory be a small bit superior to the GeForce GTX 260 overall. (explain)
| Radeon HD 4870 512MB |
|
115200 MB/sec |
| GeForce GTX 260 |
|
111888 MB/sec |
| |
Difference: 3312 (3%)
|
|
Texel Rate
The GeForce GTX 260 should be a lot (more or less 23%) more effective at anisotropic filtering than the Radeon HD 4870 512MB. (
explain)
| GeForce GTX 260 |
|
36864 Mtexels/sec |
| Radeon HD 4870 512MB |
|
30000 Mtexels/sec |
| |
Difference: 6864 (23%)
|
|
Pixel Rate
The GeForce GTX 260 is quite a bit (about 34%) faster with regards to AA than the Radeon HD 4870 512MB, and also able to handle higher screen resolutions without slowing down too much. (
explain)
| GeForce GTX 260 |
|
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
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 |
Radeon HD 4870 512MB |
| Manufacturer
| nVidia |
ATi |
| Year
| June 16, 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
| 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
| 192 |
800(160x5) |
| Texture Mapping Units
| 64 |
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)
| 182 watts |
150 watts |
| Shader Model
| 4.0 |
4.1 |
| Bandwidth
| 111888 MB/sec |
115200 MB/sec |
| Texel Rate
| 36864 Mtexels/sec |
30000 Mtexels/sec |
| Pixel Rate
| 16128 Mpixels/sec |
12000 Mpixels/sec |
Memory Bandwidth: Memory bandwidth is the max amount of data (counted in megabytes per second) that can be transferred across the external memory interface within a second. It is calculated by multiplying the card's interface width by its memory clock speed. If it uses DDR type RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead.
The higher the card's 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 per second. This figure is worked out by multiplying the total number of texture units by the core clock speed of the chip. The higher the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image).
The actual pixel rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.
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