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GeForce 8800 GTS (G80) 320MB vs Radeon HD 4850 1GB

Intro

The GeForce 8800 GTS (G80) 320MB comes with a GPU core speed of 513 MHz, and the 320 MB of GDDR3 RAM is set to run at 792 MHz through a 320-bit bus. It also is made up of 96 SPUs, 48 Texture Address Units, and 20 Raster Operation Units.

Compare that to the Radeon HD 4850 1GB, which makes use of a 55 nm design. ATi has clocked the core frequency at 625 MHz. The GDDR4 RAM runs at a speed of 993 MHz on this particular model. It features 800(160x5) SPUs along with 40 TAUs and 16 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 4850 1GB 110 Watts
GeForce 8800 GTS (G80) 320MB 143 Watts
Difference: 33 Watts (30%)

Memory Bandwidth

Theoretically speaking, the Radeon HD 4850 1GB should be a bit faster than the GeForce 8800 GTS (G80) 320MB overall. (explain)

Radeon HD 4850 1GB 63552 MB/sec
GeForce 8800 GTS (G80) 320MB 63360 MB/sec
Difference: 192 (0%)

Texel Rate

The Radeon HD 4850 1GB should be just a bit (about 2%) faster with regards to anisotropic filtering than the GeForce 8800 GTS (G80) 320MB. (explain)

Radeon HD 4850 1GB 25000 Mtexels/sec
GeForce 8800 GTS (G80) 320MB 24624 Mtexels/sec
Difference: 376 (2%)

Pixel Rate

The GeForce 8800 GTS (G80) 320MB will be a little bit (about 3%) faster with regards to full screen anti-aliasing than the Radeon HD 4850 1GB, and also capable of handling higher screen resolutions without losing too much performance. (explain)

GeForce 8800 GTS (G80) 320MB 10260 Mpixels/sec
Radeon HD 4850 1GB 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) 320MB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Radeon HD 4850 1GB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce 8800 GTS (G80) 320MB Radeon HD 4850 1GB
Manufacturer nVidia ATi
Year Feb 2007 Jun 25, 2008
Code Name G80 RV770 PRO
Fab Process 90 nm 55 nm
Bus PCIe x16 PCIe 2.0 x16
Memory 320 MB 1024 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 GDDR4
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: Memory bandwidth is the maximum amount of data (counted in megabytes per second) that can be transferred over the external memory interface in one second. The number is worked out by multiplying the card's bus width by its memory speed. If it uses DDR memory, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.

Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed 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 better the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.

Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly write to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.

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