Compare any two graphics cards:
GeForce 9800 GT 1GB vs Radeon HD 4850 1GB
IntroThe GeForce 9800 GT 1GB has a GPU core clock speed of 600 MHz, and the 1024 MB of GDDR3 memory runs at 900 MHz through a 256-bit bus. It also features 112 SPUs, 56 TAUs, and 16 ROPs.Compare that to the Radeon HD 4850 1GB, which has core clock speeds of 625 MHz on the GPU, and 993 MHz on the 1024 MB of GDDR4 RAM. It features 800(160x5) SPUs along with 40 TAUs and 16 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthTheoretically speaking, the Radeon HD 4850 1GB should be just a bit faster than the GeForce 9800 GT 1GB in general. (explain)
Texel RateThe GeForce 9800 GT 1GB should be much (approximately 34%) faster with regards to texture filtering than the Radeon HD 4850 1GB. (explain)
Pixel RateThe Radeon HD 4850 1GB will be just a bit (approximately 4%) more effective at FSAA than the GeForce 9800 GT 1GB, and capable of handling higher screen resolutions while still performing well. (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 (in units of MB per second) that can be moved across the external memory interface within a second. The number is worked out by multiplying the interface width by the speed of its memory. In the case of DDR type memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, 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 number is worked out 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 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 most pixels the video card could possibly write to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.
|
Comments
Be the first to leave a comment!