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GeForce 8800 GT 512MB vs Radeon HD 4850 1GB

Intro

The GeForce 8800 GT 512MB has a clock speed of 600 MHz and a GDDR3 memory speed of 900 MHz. It also makes use of a 256-bit memory bus, and makes use of a 65 nm design. It is made up of 112 SPUs, 56 TAUs, and 16 ROPs.

Compare all that to the Radeon HD 4850 1GB, which comes with GPU core speed of 625 MHz, and 1024 MB of GDDR4 RAM set to run at 993 MHz through a 256-bit bus. It also 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 Benchmarks

Power Consumption (Max TDP)

GeForce 8800 GT 512MB 105 Watts
Radeon HD 4850 1GB 110 Watts
Difference: 5 Watts (5%)

Memory Bandwidth

As far as performance goes, the Radeon HD 4850 1GB should theoretically be a small bit better than the GeForce 8800 GT 512MB in general. (explain)

Radeon HD 4850 1GB 63552 MB/sec
GeForce 8800 GT 512MB 57600 MB/sec
Difference: 5952 (10%)

Texel Rate

The GeForce 8800 GT 512MB should be much (about 34%) faster with regards to anisotropic filtering than the Radeon HD 4850 1GB. (explain)

GeForce 8800 GT 512MB 33600 Mtexels/sec
Radeon HD 4850 1GB 25000 Mtexels/sec
Difference: 8600 (34%)

Pixel Rate

The Radeon HD 4850 1GB is just a bit (approximately 4%) faster with regards to anti-aliasing than the GeForce 8800 GT 512MB, and also will be able to handle higher screen resolutions while still performing well. (explain)

Radeon HD 4850 1GB 10000 Mpixels/sec
GeForce 8800 GT 512MB 9600 Mpixels/sec
Difference: 400 (4%)

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 GT 512MB

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 GT 512MB Radeon HD 4850 1GB
Manufacturer nVidia ATi
Year Oct 2007 Jun 25, 2008
Code Name G92 RV770 PRO
Fab Process 65 nm 55 nm
Bus PCIe x16 2.0 PCIe 2.0 x16
Memory 512 MB 1024 MB
Core Speed 600 MHz 625 MHz
Shader Speed 1500 MHz (N/A) MHz
Memory Speed 900 MHz 993 MHz
Unified Shaders 112 800(160x5)
Texture Mapping Units 56 40
Render Output Units 16 16
Bus Type GDDR3 GDDR4
Bus Width 256-bit 256-bit
DirectX Version DirectX 10 DirectX 10.1
OpenGL Version OpenGL 3.0 OpenGL 3.0
Power (Max TDP) 105 watts 110 watts
Shader Model 4.0 4.1
Bandwidth 57600 MB/sec 63552 MB/sec
Texel Rate 33600 Mtexels/sec 25000 Mtexels/sec
Pixel Rate 9600 Mpixels/sec 10000 Mpixels/sec

Memory Bandwidth: Bandwidth is the largest amount of data (measured in megabytes per second) that can be transported past the external memory interface within a second. It's worked out by multiplying the card's bus width by its memory clock speed. In the case of DDR memory, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This number is calculated by multiplying the total amount 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 in one second.

Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly write to its local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.

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