Join Us On Facebook

Compare any two graphics cards:
VS

GeForce 8800 GTS (G92) vs Radeon HD 4850 512MB

Intro

The GeForce 8800 GTS (G92) features a GPU clock speed of 650 MHz, and the 512 MB of GDDR3 memory is set to run at 970 MHz through a 256-bit bus. It also is comprised of 128 SPUs, 64 TAUs, and 16 Raster Operation Units.

Compare those specs to the Radeon HD 4850 512MB, which makes use of a 55 nm design. ATi has set the core frequency at 625 MHz. The GDDR3 RAM works at a frequency of 993 MHz on this model. It features 800(160x5) SPUs along with 40 Texture Address Units and 16 Rasterization Operator Units.

F.E.A.R. 2

Settings: Maximum Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Unknown (Source)
Radeon HD 4850 512MB 61 FPS
GeForce 8800 GTS (G92) 42 FPS
Difference: 19 FPS (45%)

Fallout 3

Settings: Very High Quality
AA: 8x
AF: 16x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
Radeon HD 4850 512MB 40 FPS
GeForce 8800 GTS (G92) 36 FPS
Difference: 4 FPS (11%)

Fallout 3

Settings: Very High Quality
AA: 4x
AF: 8x
Resolution: 1680x1050
Test Machine: Tom's Hardware Charts Test Rig (Source)
GeForce 8800 GTS (G92) 59 FPS
Radeon HD 4850 512MB 55 FPS
Difference: 4 FPS (7%)

Far Cry 2

Settings: Very High Qualty
AA: none
AF: none
Resolution: 1920x1200
Test Machine: Intel Core i7-920,3 x 2 GB Ram,Windows Vista Ultimate 32 Bit SP1 (Source)
Radeon HD 4850 512MB 50 FPS
GeForce 8800 GTS (G92) 45 FPS
Difference: 5 FPS (11%)

Left4Dead

Settings: Very High Quality
AA: 8x
AF: 16x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
Radeon HD 4850 512MB 54 FPS
GeForce 8800 GTS (G92) 40 FPS
Difference: 14 FPS (35%)

Left4Dead

Settings: Very High Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Charts Test Rig (Source)
Radeon HD 4850 512MB 59 FPS
GeForce 8800 GTS (G92) 51 FPS
Difference: 8 FPS (16%)

Tom Clancy's Endwar

Settings: High Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
Radeon HD 4850 512MB 24 FPS
GeForce 8800 GTS (G92) 17 FPS
Difference: 7 FPS (41%)

Tom Clancy's H.A.W.X

Settings: High Quality
AA: 4x
AF: 8x
Resolution: 1680x1050
Test Machine: Tom's Hardware Charts Test Rig (Source)
GeForce 8800 GTS (G92) 35 FPS
Radeon HD 4850 512MB 29 FPS
Difference: 6 FPS (21%)

Radeon HD 4850 512MB wins

(Based entirely on the benchmarks listed above)

When combining all game benchmark scores on this page together, the Radeon HD 4850 512MB wins overall, by 47 FPS. Please note that we do not have the results of every benchmark ever done for these cards, so the results may differ wildly in different games.

Radeon HD 4850 512MB 372 FPS
GeForce 8800 GTS (G92) 325 FPS
Difference: 47 FPS (14%)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 4850 512MB 110 Watts
GeForce 8800 GTS (G92) 135 Watts
Difference: 25 Watts (23%)

Memory Bandwidth

Theoretically speaking, the Radeon HD 4850 512MB should be a small bit faster than the GeForce 8800 GTS (G92) overall. (explain)

Radeon HD 4850 512MB 63552 MB/sec
GeForce 8800 GTS (G92) 62080 MB/sec
Difference: 1472 (2%)

Texel Rate

The GeForce 8800 GTS (G92) should be much (more or less 66%) better at anisotropic filtering than the Radeon HD 4850 512MB. (explain)

GeForce 8800 GTS (G92) 41600 Mtexels/sec
Radeon HD 4850 512MB 25000 Mtexels/sec
Difference: 16600 (66%)

Pixel Rate

If running with high levels of AA is important to you, then the GeForce 8800 GTS (G92) is superior to the Radeon HD 4850 512MB, but only just. (explain)

GeForce 8800 GTS (G92) 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 8800 GTS (G92)

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 8800 GTS (G92) Radeon HD 4850 512MB
Manufacturer nVidia ATi
Year Dec 2007 Jun 25, 2008
Code Name G92 RV770 PRO
Fab Process 65 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 970 MHz 993 MHz
Unified Shaders 128 800(160x5)
Texture Mapping Units 64 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) 135 watts 110 watts
Shader Model 4.0 4.1
Bandwidth 62080 MB/sec 63552 MB/sec
Texel Rate 41600 Mtexels/sec 25000 Mtexels/sec
Pixel Rate 10400 Mpixels/sec 10000 Mpixels/sec

Memory Bandwidth: Bandwidth is the maximum amount of data (counted in megabytes per second) that can be transferred over the external memory interface in a second. It's calculated by multiplying the interface width by its memory clock speed. If the card has DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the card's 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 can be applied per second. This figure is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the graphics 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 most pixels that the graphics card could possibly record to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.

Facebook Activity

Comments

Be the first to leave a comment!

Your email address will not be published.


You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>

Spam Protection by WP-SpamFree