Compare any two graphics cards:
GeForce 9600 GT 512MB vs Radeon HD 4850 512MB
Intro
The GeForce 9600 GT 512MB uses a 65/55 nm design. nVidia has set the core frequency at 650 MHz. The GDDR3 RAM works at a speed of 900 MHz on this specific card. It features 64 SPUs as well as 32 TAUs and 16 ROPs.
Compare those specifications to the Radeon HD 4850 512MB, which comes with a clock speed of 625 MHz and a GDDR3 memory frequency of 993 MHz. It also uses a 256-bit memory bus, and makes use of a 55 nm design. It is made up of 800(160x5) SPUs, 40 TAUs, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
| GeForce 9600 GT 512MB |
|
95 Watts |
| Radeon HD 4850 512MB |
|
110 Watts |
| |
Difference: 15 Watts (16%)
|
|
Memory Bandwidth
Theoretically, the Radeon HD 4850 512MB should perform a small bit faster than the GeForce 9600 GT 512MB in general. (explain)
| Radeon HD 4850 512MB |
|
63552 MB/sec |
| GeForce 9600 GT 512MB |
|
57600 MB/sec |
| |
Difference: 5952 (10%)
|
|
Texel Rate
The Radeon HD 4850 512MB is just a bit (about 20%) more effective at AF than the GeForce 9600 GT 512MB. (
explain)
| Radeon HD 4850 512MB |
|
25000 Mtexels/sec |
| GeForce 9600 GT 512MB |
|
20800 Mtexels/sec |
| |
Difference: 4200 (20%)
|
|
Pixel Rate
The GeForce 9600 GT 512MB will be a small bit (more or less 4%) better at FSAA than the Radeon HD 4850 512MB, and also capable of handling higher resolutions better. (
explain)
| GeForce 9600 GT 512MB |
|
10400 Mpixels/sec |
| Radeon HD 4850 512MB |
|
10000 Mpixels/sec |
| |
Difference: 400 (4%)
|
|
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 9600 GT 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
| GeForce 9600 GT 512MB |
Radeon HD 4850 512MB |
| Manufacturer
| nVidia |
ATi |
| Year
| Feb 2008 |
Jun 25, 2008 |
| Code Name
| G94a/b |
RV770 PRO |
| Fab Process
| 65/55 nm |
55 nm |
| Bus
| PCIe x16 2.0 |
PCIe 2.0 x16 |
| Memory
| 512 MB |
512 MB |
| Core Speed
| 650 MHz |
625 MHz |
| Shader Speed
| 1625 MHz |
(N/A) MHz |
| Memory Speed
| 900 MHz |
993 MHz |
| Unified Shaders
| 64 |
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 |
DirectX 10.1 |
| OpenGL Version
| OpenGL 3.0 |
OpenGL 3.0 |
| Power (Max TDP)
| 95 watts |
110 watts |
| Shader Model
| 4.0 |
4.1 |
| Bandwidth
| 57600 MB/sec |
63552 MB/sec |
| Texel Rate
| 20800 Mtexels/sec |
25000 Mtexels/sec |
| Pixel Rate
| 10400 Mpixels/sec |
10000 Mpixels/sec |
Memory Bandwidth: Bandwidth is the max amount of data (counted in megabytes per second) that can be moved past the external memory interface in a second. The number is calculated by multiplying the bus width by its memory speed. If the card has DDR RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead.
The better the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed per second. This number is worked out by multiplying the total number of texture units of the card by the core clock 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 processed in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen.
The actual pixel fill rate also depends on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.
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