Compare any two graphics cards:
GeForce 8800 GT 1GB vs Radeon HD 4850 2GB
IntroThe GeForce 8800 GT 1GB uses a 65 nm design. nVidia has clocked the core speed at 600 MHz. The GDDR3 memory is set to run at a speed of 900 MHz on this card. It features 112 SPUs along with 56 TAUs and 16 ROPs.Compare those specs to the Radeon HD 4850 2GB, which has a core clock frequency of 625 MHz and a GDDR4 memory speed of 993 MHz. It also features a 256-bit memory bus, and makes use of a 55 nm design. It is comprised of 800(160x5) SPUs, 40 Texture Address Units, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthThe Radeon HD 4850 2GB should theoretically be a little bit faster than the GeForce 8800 GT 1GB overall. (explain)
Texel RateThe GeForce 8800 GT 1GB will be much (approximately 34%) more effective at anisotropic filtering than the Radeon HD 4850 2GB. (explain)
Pixel RateIf using a high resolution is important to you, then the Radeon HD 4850 2GB is a better choice, but only just. (explain)
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 ComparisonPlease 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.
Specifications
Memory Bandwidth: Bandwidth is the maximum amount of data (counted in megabytes per second) that can be moved past the external memory interface in a second. It's worked out by multiplying the card's bus width by the speed of its memory. If the card has DDR memory, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, 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 number of texture map elements (texels) that can be processed per second. This figure is worked out 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 graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second. Pixel Rate: Pixel rate is the most pixels the video card can possibly record to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.
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