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GeForce 8800 GT 1GB vs Radeon HD 5670

Intro

The GeForce 8800 GT 1GB has a core clock frequency of 600 MHz and a GDDR3 memory speed of 900 MHz. It also makes use of a 256-bit bus, and uses a 65 nm design. It features 112 SPUs, 56 TAUs, and 16 ROPs.

Compare those specs to the Radeon HD 5670, which has GPU clock speed of 775 MHz, and 1024 MB of GDDR5 memory set to run at 1000 MHz through a 128-bit bus. It also is made up of 400(80x5) SPUs, 20 Texture Address Units, and 8 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 5670 61 Watts
GeForce 8800 GT 1GB 105 Watts
Difference: 44 Watts (72%)

Memory Bandwidth

Theoretically, the Radeon HD 5670 should be a little bit faster than the GeForce 8800 GT 1GB in general. (explain)

Radeon HD 5670 64000 MB/sec
GeForce 8800 GT 1GB 57600 MB/sec
Difference: 6400 (11%)

Texel Rate

The GeForce 8800 GT 1GB is much (more or less 117%) faster with regards to texture filtering than the Radeon HD 5670. (explain)

GeForce 8800 GT 1GB 33600 Mtexels/sec
Radeon HD 5670 15500 Mtexels/sec
Difference: 18100 (117%)

Pixel Rate

The GeForce 8800 GT 1GB should be quite a bit (about 55%) more effective at AA than the Radeon HD 5670, and able to handle higher resolutions better. (explain)

GeForce 8800 GT 1GB 9600 Mpixels/sec
Radeon HD 5670 6200 Mpixels/sec
Difference: 3400 (55%)

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

GeForce 8800 GT 1GB

Amazon.com

Radeon HD 5670

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

Model GeForce 8800 GT 1GB Radeon HD 5670
Manufacturer nVidia AMD
Year Dec 2007 January 14, 2010
Code Name G92 Redwood XT
Fab Process 65 nm 40 nm
Bus PCIe x16 2.0 PCIe 2.1 x16
Memory 1024 MB 1024 MB
Core Speed 600 MHz 775 MHz
Shader Speed 1500 MHz (N/A) MHz
Memory Speed 900 MHz (1800 MHz effective) 1000 MHz (4000 MHz effective)
Unified Shaders 112 400(80x5)
Texture Mapping Units 56 20
Render Output Units 16 8
Bus Type GDDR3 GDDR5
Bus Width 256-bit 128-bit
DirectX Version DirectX 10 DirectX 11
OpenGL Version OpenGL 3.0 OpenGL 3.2
Power (Max TDP) 105 watts 61 watts
Shader Model 4.0 5.0
Bandwidth 57600 MB/sec 64000 MB/sec
Texel Rate 33600 Mtexels/sec 15500 Mtexels/sec
Pixel Rate 9600 Mpixels/sec 6200 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the maximum amount of data (measured in MB per second) that can be transported over the external memory interface in one second. It's calculated by multiplying the bus width by its memory speed. In the case of DDR memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.

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

Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly write to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.

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