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GeForce 9600 GSO 512MB vs Radeon HD 4850 512MB

Intro

The GeForce 9600 GSO 512MB uses a 65/55 nm design. nVidia has set the core speed at 650 MHz. The GDDR3 RAM works at a speed of 900 MHz on this specific card. It features 96 SPUs along with 48 Texture Address Units and 16 ROPs.

Compare those specifications to the Radeon HD 4850 512MB, which features core clock speeds of 625 MHz on the GPU, and 993 MHz on the 512 MB of GDDR3 memory. It features 800(160x5) SPUs as well as 40 TAUs and 16 Rasterization Operator Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce 9600 GSO 512MB 90 Watts
Radeon HD 4850 512MB 110 Watts
Difference: 20 Watts (22%)

Memory Bandwidth

Performance-wise, the Radeon HD 4850 512MB should theoretically be a small bit superior to the GeForce 9600 GSO 512MB in general. (explain)

Radeon HD 4850 512MB 63552 MB/sec
GeForce 9600 GSO 512MB 57600 MB/sec
Difference: 5952 (10%)

Texel Rate

The GeForce 9600 GSO 512MB is a lot (about 25%) more effective at texture filtering than the Radeon HD 4850 512MB. (explain)

GeForce 9600 GSO 512MB 31200 Mtexels/sec
Radeon HD 4850 512MB 25000 Mtexels/sec
Difference: 6200 (25%)

Pixel Rate

If running with high levels of AA is important to you, then the GeForce 9600 GSO 512MB is superior to the Radeon HD 4850 512MB, but it probably won't make a huge difference. (explain)

GeForce 9600 GSO 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 GSO 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 GSO 512MB Radeon HD 4850 512MB
Manufacturer nVidia ATi
Year October 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 96 800(160x5)
Texture Mapping Units 48 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) 90 watts 110 watts
Shader Model 4.0 4.1
Bandwidth 57600 MB/sec 63552 MB/sec
Texel Rate 31200 Mtexels/sec 25000 Mtexels/sec
Pixel Rate 10400 Mpixels/sec 10000 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the max amount of data (in units of megabytes per second) that can be transported past the external memory interface in one second. It is worked out by multiplying the interface width by the speed of its memory. In the case of DDR memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, the better 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 texture map elements (texels) that can be processed in one second. This is calculated by multiplying the total number 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 handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.

Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card can possibly record to its local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.

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