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GeForce GTS 250 512MB vs Radeon HD 3870 1GB

Intro

The GeForce GTS 250 512MB comes with a core clock speed of 738 MHz and a GDDR3 memory frequency of 1100 MHz. It also uses a 256-bit bus, and makes use of a 65/55 nm design. It is made up of 128 SPUs, 64 TAUs, and 16 Raster Operation Units.

Compare those specifications to the Radeon HD 3870 1GB, which features core clock speeds of 775 MHz on the GPU, and 1125 MHz on the 1024 MB of GDDR4 memory. It features 320(64x5) SPUs as well as 16 Texture Address Units and 16 Rasterization Operator Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 3870 1GB 106 Watts
GeForce GTS 250 512MB 145 Watts
Difference: 39 Watts (37%)

Memory Bandwidth

As far as performance goes, the Radeon HD 3870 1GB should theoretically be a small bit better than the GeForce GTS 250 512MB in general. (explain)

Radeon HD 3870 1GB 72000 MB/sec
GeForce GTS 250 512MB 70400 MB/sec
Difference: 1600 (2%)

Texel Rate

The GeForce GTS 250 512MB is much (approximately 281%) more effective at texture filtering than the Radeon HD 3870 1GB. (explain)

GeForce GTS 250 512MB 47232 Mtexels/sec
Radeon HD 3870 1GB 12400 Mtexels/sec
Difference: 34832 (281%)

Pixel Rate

The Radeon HD 3870 1GB is a little bit (more or less 5%) better at full screen anti-aliasing than the GeForce GTS 250 512MB, and also able to handle higher screen resolutions more effectively. (explain)

Radeon HD 3870 1GB 12400 Mpixels/sec
GeForce GTS 250 512MB 11808 Mpixels/sec
Difference: 592 (5%)

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 GTS 250 512MB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Radeon HD 3870 1GB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce GTS 250 512MB Radeon HD 3870 1GB
Manufacturer nVidia ATi
Year March 3, 2009 Nov 19, 2007
Code Name G92a/b RV670 XT
Fab Process 65/55 nm 55 nm
Bus PCIe x16 2.0 PCIe 2.0 x16/AGP 8x
Memory 512 MB 1024 MB
Core Speed 738 MHz 775 MHz
Shader Speed 1836 MHz (N/A) MHz
Memory Speed 1100 MHz 1125 MHz
Unified Shaders 128 320(64x5)
Texture Mapping Units 64 16
Render Output Units 16 16
Bus Type GDDR3 GDDR4
Bus Width 256-bit 256-bit
DirectX Version DirectX 10 DirectX 10.1
OpenGL Version OpenGL 3.1 OpenGL 3.0
Power (Max TDP) 145 watts 106 watts
Shader Model 4.0 4.1
Bandwidth 70400 MB/sec 72000 MB/sec
Texel Rate 47232 Mtexels/sec 12400 Mtexels/sec
Pixel Rate 11808 Mpixels/sec 12400 Mpixels/sec

Memory Bandwidth: Bandwidth is the max amount of data (in units of MB per second) that can be transported over the external memory interface in one second. The number is worked out by multiplying the card's bus width by the speed of its memory. If it uses DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.

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

Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly write to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.

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