Compare any two graphics cards:
GeForce 8800 GTS (G80) 640MB vs Radeon HD 4850 1GB
IntroThe 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 BenchmarksPower Consumption (Max TDP)
Memory BandwidthThe Radeon HD 4850 1GB should theoretically be a small bit faster than the GeForce 8800 GTS (G80) 640MB in general. (explain)
Texel RateThe Radeon HD 4850 1GB should be just a bit (about 2%) more effective at anisotropic filtering than the GeForce 8800 GTS (G80) 640MB. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce 8800 GTS (G80) 640MB is the winner, though not by far. (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 (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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