Compare any two graphics cards:
Radeon HD 4830 512MB vs Radeon HD 4850 512MB
Intro
The Radeon HD 4830 512MB uses a 55 nm design. ATi has set the core speed at 575 MHz. The GDDR3 memory runs at a frequency of 900 MHz on this specific model. It features 640(128x5) SPUs as well as 32 TAUs and 16 Rasterization Operator Units.
Compare all of that to the Radeon HD 4850 512MB, which makes use of a 55 nm design. ATi has set the core speed at 625 MHz. The GDDR3 RAM works at a speed of 993 MHz on this model. It features 800(160x5) SPUs along with 40 Texture Address Units and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
| Radeon HD 4830 512MB |
|
95 Watts |
| Radeon HD 4850 512MB |
|
110 Watts |
| |
Difference: 15 Watts (16%)
|
|
Memory Bandwidth
In theory, the Radeon HD 4850 512MB should perform a bit faster than the Radeon HD 4830 512MB overall. (explain)
| Radeon HD 4850 512MB |
|
63552 MB/sec |
| Radeon HD 4830 512MB |
|
57600 MB/sec |
| |
Difference: 5952 (10%)
|
|
Texel Rate
The Radeon HD 4850 512MB is quite a bit (more or less 36%) more effective at anisotropic filtering than the Radeon HD 4830 512MB. (
explain)
| Radeon HD 4850 512MB |
|
25000 Mtexels/sec |
| Radeon HD 4830 512MB |
|
18400 Mtexels/sec |
| |
Difference: 6600 (36%)
|
|
Pixel Rate
If using high levels of AA is important to you, then the Radeon HD 4850 512MB is a better choice, not by a very large margin though. (
explain)
| Radeon HD 4850 512MB |
|
10000 Mpixels/sec |
| Radeon HD 4830 512MB |
|
9200 Mpixels/sec |
| |
Difference: 800 (9%)
|
|
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.
Radeon HD 4830 512MB
Amazon.com
Other US-based stores
Amazon.co.uk
Amazon.de
Amazon.fr
|
Radeon HD 4850 512MB
Amazon.com
Other US-based stores
Amazon.co.uk
Amazon.de
Amazon.fr
|
Specifications
| Model
| Radeon HD 4830 512MB |
Radeon HD 4850 512MB |
| Manufacturer
| ATi |
ATi |
| Year
| Oct 21, 2008 |
Jun 25, 2008 |
| Code Name
| RV770 LE |
RV770 PRO |
| Fab Process
| 55 nm |
55 nm |
| Bus
| PCIe 2.0 x16 |
PCIe 2.0 x16 |
| Memory
| 512 MB |
512 MB |
| Core Speed
| 575 MHz |
625 MHz |
| Shader Speed
| N/A MHz |
(N/A) MHz |
| Memory Speed
| 900 MHz |
993 MHz |
| Unified Shaders
| 640(128x5) |
800(160x5) |
| Texture Mapping Units
| 32 |
40 |
| Render Output Units
| 16 |
16 |
| Bus Type
| GDDR3 |
GDDR3 |
| Bus Width
| 256-bit |
256-bit |
| DirectX Version
| DirectX 10.1 |
DirectX 10.1 |
| OpenGL Version
| OpenGL 3.0 |
OpenGL 3.0 |
| Power (Max TDP)
| 95 watts |
110 watts |
| Shader Model
| 4.1 |
4.1 |
| Bandwidth
| 57600 MB/sec |
63552 MB/sec |
| Texel Rate
| 18400 Mtexels/sec |
25000 Mtexels/sec |
| Pixel Rate
| 9200 Mpixels/sec |
10000 Mpixels/sec |
Memory Bandwidth: Memory bandwidth is the largest amount of data (in units of MB per second) that can be transported across the external memory interface within a second. The number is calculated by multiplying the card's interface width by its memory speed. In the case of DDR type memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead.
The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This figure is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The better this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one 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 number is worked out by multiplying the amount of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also called 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, 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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