Join Us On Facebook

Compare any two graphics cards:
VS

GeForce GTX 260 Core 216 vs Radeon HD 5830

Intro

The GeForce GTX 260 Core 216 has a clock frequency of 576 MHz and a GDDR3 memory frequency of 999 MHz. It also features a 448-bit memory bus, and makes use of a 65 nm design. It is comprised of 216 SPUs, 72 Texture Address Units, and 28 ROPs.

Compare those specs to the Radeon HD 5830, which makes use of a 40 nm design. ATi has set the core speed at 800 MHz. The GDDR5 RAM works at a frequency of 1000 MHz on this specific model. It features 1120(224x5) SPUs along with 56 TAUs and 16 Rasterization Operator Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 5830 175 Watts
GeForce GTX 260 Core 216 202 Watts
Difference: 27 Watts (15%)

Memory Bandwidth

In theory, the Radeon HD 5830 should be a bit faster than the GeForce GTX 260 Core 216 in general. (explain)

Radeon HD 5830 128000 MB/sec
GeForce GTX 260 Core 216 111888 MB/sec
Difference: 16112 (14%)

Texel Rate

The Radeon HD 5830 will be a small bit (more or less 8%) more effective at texture filtering than the GeForce GTX 260 Core 216. (explain)

Radeon HD 5830 44800 Mtexels/sec
GeForce GTX 260 Core 216 41472 Mtexels/sec
Difference: 3328 (8%)

Pixel Rate

If running with a high screen resolution is important to you, then the GeForce GTX 260 Core 216 is superior to the Radeon HD 5830, by a large margin. (explain)

GeForce GTX 260 Core 216 16128 Mpixels/sec
Radeon HD 5830 12800 Mpixels/sec
Difference: 3328 (26%)

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 Core 216

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Radeon HD 5830

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce GTX 260 Core 216 Radeon HD 5830
Manufacturer nVidia ATi
Year September 16, 2008 February 25, 2010
Code Name G200 Cypress LE
Fab Process 65 nm 40 nm
Bus PCIe x16 2.0 PCIe 2.1 x16
Memory 896 MB 1024 MB
Core Speed 576 MHz 800 MHz
Shader Speed 1242 MHz (N/A) MHz
Memory Speed 999 MHz 1000 MHz
Unified Shaders 216 1120(224x5)
Texture Mapping Units 72 56
Render Output Units 28 16
Bus Type GDDR3 GDDR5
Bus Width 448-bit 256-bit
DirectX Version DirectX 10 DirectX 11
OpenGL Version OpenGL 3.1 OpenGL 3.2
Power (Max TDP) 202 watts 175 watts
Shader Model 4.0 5.0
Bandwidth 111888 MB/sec 128000 MB/sec
Texel Rate 41472 Mtexels/sec 44800 Mtexels/sec
Pixel Rate 16128 Mpixels/sec 12800 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the largest amount of information (counted in MB per second) that can be transported past the external memory interface within a second. It's calculated by multiplying the interface width by its memory clock speed. In the case of DDR RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This figure is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the graphics 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 amount of pixels the graphics card can possibly write to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - aka 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 - the lower the bandwidth is, the lower the potential to reach the max fill rate.

Facebook Activity

Comments

Be the first to leave a comment!

Your email address will not be published.


You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>

Spam Protection by WP-SpamFree