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GeForce 8800 GTS (G80) 640MB vs Radeon HD 4850 1GB

Intro

The GeForce 8800 GTS (G80) 640MB comes with a GPU core speed of 513 MHz, and the 640 MB of GDDR3 RAM runs at 792 MHz through a 320-bit bus. It also is made up of 96 SPUs, 48 Texture Address Units, and 20 ROPs.

Compare those specs to the Radeon HD 4850 1GB, which comes with a GPU core clock speed of 625 MHz, and 1024 MB of GDDR4 memory set to run at 993 MHz through a 256-bit bus. It also is comprised of 800(160x5) SPUs, 40 TAUs, and 16 Raster Operation Units.

(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) 640MB 143 Watts
Difference: 33 Watts (30%)

Memory Bandwidth

The Radeon HD 4850 1GB should theoretically be a small bit faster than the GeForce 8800 GTS (G80) 640MB in general. (explain)

Radeon HD 4850 1GB 63552 MB/sec
GeForce 8800 GTS (G80) 640MB 63360 MB/sec
Difference: 192 (0%)

Texel Rate

The Radeon HD 4850 1GB should be just a bit (about 2%) more effective at anisotropic filtering than the GeForce 8800 GTS (G80) 640MB. (explain)

Radeon HD 4850 1GB 25000 Mtexels/sec
GeForce 8800 GTS (G80) 640MB 24624 Mtexels/sec
Difference: 376 (2%)

Pixel Rate

If running with a high resolution is important to you, then the GeForce 8800 GTS (G80) 640MB is the winner, though not by far. (explain)

GeForce 8800 GTS (G80) 640MB 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) 640MB

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) 640MB Radeon HD 4850 1GB
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 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: Bandwidth is the maximum amount of data (measured in megabytes per second) that can be transferred past the external memory interface within a second. It's worked out by multiplying the interface width by its memory speed. If it uses DDR type RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster 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 texture map elements (texels) that are processed in one second. This is calculated by multiplying the total texture units by the core 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 processed in one second.

Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.

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