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GeForce GTX 260 vs Radeon HD 4790

Intro

The GeForce GTX 260 uses a 65 nm design. nVidia has set the core speed at 576 MHz. The GDDR3 memory is set to run at a speed of 999 MHz on this specific model. It features 192 SPUs along with 64 Texture Address Units and 28 ROPs.

Compare all that to the Radeon HD 4790, which uses a 55 nm design. ATi has set the core speed at 600 MHz. The GDDR5 memory runs at a frequency of 800 MHz on this particular card. It features 640(128x5) SPUs along with 32 Texture Address Units and 16 Rasterization Operator Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Memory Bandwidth

The GeForce GTX 260 should in theory perform a small bit faster than the Radeon HD 4790 in general. (explain)

GeForce GTX 260 111888 MB/sec
Radeon HD 4790 102400 MB/sec
Difference: 9488 (9%)

Texel Rate

The GeForce GTX 260 will be a lot (more or less 92%) more effective at texture filtering than the Radeon HD 4790. (explain)

GeForce GTX 260 36864 Mtexels/sec
Radeon HD 4790 19200 Mtexels/sec
Difference: 17664 (92%)

Pixel Rate

If running with a high resolution is important to you, then the GeForce GTX 260 is the winner, by far. (explain)

GeForce GTX 260 16128 Mpixels/sec
Radeon HD 4790 9600 Mpixels/sec
Difference: 6528 (68%)

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 4790

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce GTX 260 Radeon HD 4790
Manufacturer nVidia ATi
Year June 16, 2008 2009
Code Name G200 RV790
Fab Process 65 nm 55 nm
Bus PCIe x16 2.0 PCIe 2.0 x16
Memory 896 MB 512 MB
Core Speed 576 MHz 600 MHz
Shader Speed 1242 MHz (N/A) MHz
Memory Speed 999 MHz 800 MHz
Unified Shaders 192 640(128x5)
Texture Mapping Units 64 32
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 (N/A) watts
Shader Model 4.0 4.1
Bandwidth 111888 MB/sec 102400 MB/sec
Texel Rate 36864 Mtexels/sec 19200 Mtexels/sec
Pixel Rate 16128 Mpixels/sec 9600 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 is calculated by multiplying the card's interface width by its memory clock speed. If the card has DDR RAM, the result should be multiplied by 2 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 are processed in one second. This 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 card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.

Pixel Rate: Pixel rate is the most pixels the video card could possibly write to the local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the amount of ROPs by the the core clock speed. 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 output rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.

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