Compare any two graphics cards:
GeForce GTS 250 1GB vs Radeon HD 4830 512MB
Intro
The GeForce GTS 250 1GB features a GPU core clock speed of 738 MHz, and the 1024 MB of GDDR3 memory runs at 1100 MHz through a 256-bit bus. It also is comprised of 128 Stream Processors, 64 Texture Address Units, and 16 ROPs.
Compare all that to the Radeon HD 4830 512MB, which comes with a clock frequency of 575 MHz and a GDDR3 memory speed of 900 MHz. It also makes use of a 256-bit bus, and uses a 55 nm design. It features 640(128x5) SPUs, 32 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
| Radeon HD 4830 512MB |
|
95 Watts |
| GeForce GTS 250 1GB |
|
145 Watts |
| |
Difference: 50 Watts (53%)
|
|
Memory Bandwidth
Theoretically speaking, the GeForce GTS 250 1GB should perform quite a bit faster than the Radeon HD 4830 512MB overall. (explain)
| GeForce GTS 250 1GB |
|
70400 MB/sec |
| Radeon HD 4830 512MB |
|
57600 MB/sec |
| |
Difference: 12800 (22%)
|
|
Texel Rate
The GeForce GTS 250 1GB should be a lot (about 157%) faster with regards to anisotropic filtering than the Radeon HD 4830 512MB. (
explain)
| GeForce GTS 250 1GB |
|
47232 Mtexels/sec |
| Radeon HD 4830 512MB |
|
18400 Mtexels/sec |
| |
Difference: 28832 (157%)
|
|
Pixel Rate
If using high levels of AA is important to you, then the GeForce GTS 250 1GB is a better choice, by a large margin. (
explain)
| GeForce GTS 250 1GB |
|
11808 Mpixels/sec |
| Radeon HD 4830 512MB |
|
9200 Mpixels/sec |
| |
Difference: 2608 (28%)
|
|
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 1GB
Amazon.com
Other US-based stores
Amazon.co.uk
Amazon.de
Amazon.fr
|
Radeon HD 4830 512MB
Amazon.com
Other US-based stores
Amazon.co.uk
Amazon.de
Amazon.fr
|
Specifications
| Model
| GeForce GTS 250 1GB |
Radeon HD 4830 512MB |
| Manufacturer
| nVidia |
ATi |
| Year
| March 3, 2009 |
Oct 21, 2008 |
| Code Name
| G92a/b |
RV770 LE |
| Fab Process
| 65/55 nm |
55 nm |
| Bus
| PCIe x16 2.0 |
PCIe 2.0 x16 |
| Memory
| 1024 MB |
512 MB |
| Core Speed
| 738 MHz |
575 MHz |
| Shader Speed
| 1836 MHz |
(N/A) MHz |
| Memory Speed
| 1100 MHz |
900 MHz |
| Unified Shaders
| 128 |
640(128x5) |
| Texture Mapping Units
| 64 |
32 |
| Render Output Units
| 16 |
16 |
| Bus Type
| GDDR3 |
GDDR3 |
| 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 |
95 watts |
| Shader Model
| 4.0 |
4.1 |
| Bandwidth
| 70400 MB/sec |
57600 MB/sec |
| Texel Rate
| 47232 Mtexels/sec |
18400 Mtexels/sec |
| Pixel Rate
| 11808 Mpixels/sec |
9200 Mpixels/sec |
Memory Bandwidth: Bandwidth is the maximum amount of information (in units of MB per second) that can be transported past the external memory interface within a second. It is calculated by multiplying the card's bus width by its memory speed. In the case of DDR RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x.
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 texture map elements (texels) that can be processed per second. This is worked out by multiplying the total amount of texture units by the core speed of the chip. The higher the texel rate, the better the 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 per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen.
The actual pixel output rate also depends on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.
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