Compare any two graphics cards:
GeForce 8800 Ultra vs Radeon HD 4870 512MB
Intro
The GeForce 8800 Ultra uses a 90 nm design. nVidia has set the core frequency at 612 MHz. The GDDR3 memory is set to run at a speed of 1080 MHz on this particular model. It features 128 SPUs as well as 64 Texture Address Units and 24 ROPs.
Compare those specs to the Radeon HD 4870 512MB, which has clock speeds of 750 MHz on the GPU, and 900 MHz on the 512 MB of GDDR5 RAM. It features 800(160x5) SPUs as well as 40 Texture Address Units and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
| Radeon HD 4870 512MB |
|
150 Watts |
| GeForce 8800 Ultra |
|
171 Watts |
| |
Difference: 21 Watts (14%)
|
|
Memory Bandwidth
Theoretically speaking, the Radeon HD 4870 512MB is 11% quicker than the GeForce 8800 Ultra in general, due to its higher bandwidth. (explain)
| Radeon HD 4870 512MB |
|
115200 MB/sec |
| GeForce 8800 Ultra |
|
103680 MB/sec |
| |
Difference: 11520 (11%)
|
|
Texel Rate
The GeForce 8800 Ultra will be a lot (more or less 31%) better at AF than the Radeon HD 4870 512MB. (
explain)
| GeForce 8800 Ultra |
|
39168 Mtexels/sec |
| Radeon HD 4870 512MB |
|
30000 Mtexels/sec |
| |
Difference: 9168 (31%)
|
|
Pixel Rate
The GeForce 8800 Ultra is a lot (about 22%) faster with regards to AA than the Radeon HD 4870 512MB, and also should be able to handle higher screen resolutions better. (
explain)
| GeForce 8800 Ultra |
|
14688 Mpixels/sec |
| Radeon HD 4870 512MB |
|
12000 Mpixels/sec |
| |
Difference: 2688 (22%)
|
|
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 8800 Ultra
Amazon.com
Other US-based stores
Amazon.co.uk
Amazon.de
Amazon.fr
|
Radeon HD 4870 512MB
Amazon.com
Other US-based stores
Amazon.co.uk
Amazon.de
Amazon.fr
|
Specifications
| Model
| GeForce 8800 Ultra |
Radeon HD 4870 512MB |
| Manufacturer
| nVidia |
ATi |
| Year
| May 2007 |
Jun 25, 2008 |
| Code Name
| G80 |
RV770 XT |
| Fab Process
| 90 nm |
55 nm |
| Bus
| PCIe x16 |
PCIe 2.0 x16 |
| Memory
| 768 MB |
512 MB |
| Core Speed
| 612 MHz |
750 MHz |
| Shader Speed
| 1500 MHz |
(N/A) MHz |
| Memory Speed
| 1080 MHz |
900 MHz |
| Unified Shaders
| 128 |
800(160x5) |
| Texture Mapping Units
| 64 |
40 |
| Render Output Units
| 24 |
16 |
| Bus Type
| GDDR3 |
GDDR5 |
| Bus Width
| 384-bit |
256-bit |
| DirectX Version
| DirectX 10 |
DirectX 10.1 |
| OpenGL Version
| OpenGL 3.0 |
OpenGL 3.0 |
| Power (Max TDP)
| 171 watts |
150 watts |
| Shader Model
| 4.0 |
4.1 |
| Bandwidth
| 103680 MB/sec |
115200 MB/sec |
| Texel Rate
| 39168 Mtexels/sec |
30000 Mtexels/sec |
| Pixel Rate
| 14688 Mpixels/sec |
12000 Mpixels/sec |
Memory Bandwidth: Bandwidth is the maximum amount of information (counted in megabytes per second) that can be moved across the external memory interface within a second. It's worked out by multiplying the bus width by the speed of its memory. If the card has DDR type memory, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x.
The better the memory bandwidth, the better 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 are applied per second. This is calculated by multiplying the total texture units by the core clock speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly write to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen.
The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.
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