Compare any two graphics cards:
GeForce GTS 250 512MB vs Radeon HD 4830 1GB
IntroThe GeForce GTS 250 512MB makes use of a 65/55 nm design. nVidia has set the core speed at 738 MHz. The GDDR3 memory is set to run at a speed of 1100 MHz on this specific card. It features 128 SPUs along with 64 Texture Address Units and 16 Rasterization Operator Units.Compare those specifications to the Radeon HD 4830 1GB, which has GPU core speed of 575 MHz, and 1024 MB of GDDR4 RAM running at 900 MHz through a 256-bit bus. It also is made up of 640(128x5) SPUs, 32 Texture Address Units, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthThe GeForce GTS 250 512MB should in theory perform much faster than the Radeon HD 4830 1GB overall. (explain)
Texel RateThe GeForce GTS 250 512MB should be a lot (more or less 157%) better at texture filtering than the Radeon HD 4830 1GB. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTS 250 512MB is the winner, by a large margin. (explain)
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 ComparisonPlease 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.
Specifications
Memory Bandwidth: Bandwidth is the max amount of information (measured in MB per second) that can be transferred over the external memory interface in a second. It's calculated by multiplying the bus width by its memory speed. If the card has DDR type RAM, it must be multiplied by 2 again. If 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, HDR 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 calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second. Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly write to the local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.
|
Comments
Be the first to leave a comment!