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GeForce 8800 GTS (G80) 640MB vs Radeon HD 4850 512MB

Intro

The GeForce 8800 GTS (G80) 640MB features a GPU core clock speed of 513 MHz, and the 640 MB of GDDR3 memory is set to run at 792 MHz through a 320-bit bus. It also is comprised of 96 Stream Processors, 48 TAUs, and 20 ROPs.

Compare those specs to the Radeon HD 4850 512MB, which comes with a GPU core clock speed of 625 MHz, and 512 MB of GDDR3 memory set to run at 993 MHz through a 256-bit bus. It also features 800(160x5) Stream Processors, 40 Texture Address Units, and 16 ROPs.

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 (G80) 640MB 30 FPS
Difference: 31 FPS (103%)

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 (G80) 640MB 14 FPS
Difference: 26 FPS (186%)

Fallout 3

Settings: Very High Quality
AA: 4x
AF: 8x
Resolution: 1680x1050
Test Machine: Tom's Hardware Charts Test Rig (Source)
Radeon HD 4850 512MB 55 FPS
GeForce 8800 GTS (G80) 640MB 38 FPS
Difference: 17 FPS (45%)

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 (G80) 640MB 31 FPS
Difference: 19 FPS (61%)

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 (G80) 640MB 32 FPS
Difference: 22 FPS (69%)

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 (G80) 640MB 38 FPS
Difference: 21 FPS (55%)

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 (G80) 640MB 14 FPS
Difference: 10 FPS (71%)

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 (G80) 640MB 30 FPS
Radeon HD 4850 512MB 29 FPS
Difference: 1 FPS (3%)

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 162 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 427 FPS
GeForce 8800 GTS (G80) 640MB 265 FPS
Difference: 162 FPS (61%)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 4850 512MB 110 Watts
GeForce 8800 GTS (G80) 640MB 143 Watts
Difference: 33 Watts (30%)

Memory Bandwidth

Theoretically speaking, the Radeon HD 4850 512MB should be a little bit faster than the GeForce 8800 GTS (G80) 640MB in general. (explain)

Radeon HD 4850 512MB 63552 MB/sec
GeForce 8800 GTS (G80) 640MB 63360 MB/sec
Difference: 192 (0%)

Texel Rate

The Radeon HD 4850 512MB should be just a bit (about 2%) more effective at AF than the GeForce 8800 GTS (G80) 640MB. (explain)

Radeon HD 4850 512MB 25000 Mtexels/sec
GeForce 8800 GTS (G80) 640MB 24624 Mtexels/sec
Difference: 376 (2%)

Pixel Rate

The GeForce 8800 GTS (G80) 640MB will be a little bit (more or less 3%) better at anti-aliasing than the Radeon HD 4850 512MB, and will be capable of handling higher resolutions without losing too much performance. (explain)

GeForce 8800 GTS (G80) 640MB 10260 Mpixels/sec
Radeon HD 4850 512MB 10000 Mpixels/sec
Difference: 260 (3%)

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 (G80) 640MB

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 (G80) 640MB Radeon HD 4850 512MB
Manufacturer nVidia ATi
Year Nov 2006 (640) Jun 25, 2008
Code Name G80 RV770 PRO
Fab Process 90 nm 55 nm
Bus PCIe x16 PCIe 2.0 x16
Memory 640 MB 512 MB
Core Speed 513 MHz 625 MHz
Shader Speed 1188 MHz (N/A) MHz
Memory Speed 792 MHz 993 MHz
Unified Shaders 96 800(160x5)
Texture Mapping Units 48 40
Render Output Units 20 16
Bus Type GDDR3 GDDR3
Bus Width 320-bit 256-bit
DirectX Version DirectX 10 DirectX 10.1
OpenGL Version OpenGL 3.0 OpenGL 3.0
Power (Max TDP) 143 watts 110 watts
Shader Model 4.0 4.1
Bandwidth 63360 MB/sec 63552 MB/sec
Texel Rate 24624 Mtexels/sec 25000 Mtexels/sec
Pixel Rate 10260 Mpixels/sec 10000 Mpixels/sec

Memory Bandwidth: Bandwidth is the largest amount of data (counted in megabytes per second) that can be moved across the external memory interface in a second. It's calculated by multiplying the card's bus width by its memory speed. If the card has DDR type RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher 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 amount of texture map elements (texels) that are processed in one second. This is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The higher this number, 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 maximum number of pixels the video card can possibly record to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.

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