Compare any two graphics cards:
GeForce 9800 GTX+ vs Radeon HD 4830 512MB
Intro
The GeForce 9800 GTX+ comes with a clock speed of 738 MHz and a GDDR3 memory frequency of 1100 MHz. It also uses a 256-bit memory bus, and uses a 55 nm design. It features 128 SPUs, 64 TAUs, and 16 Raster Operation Units.
Compare those specs to the Radeon HD 4830 512MB, which has GPU clock speed of 575 MHz, and 512 MB of GDDR3 memory set to run at 900 MHz through a 256-bit bus. It also features 640(128x5) SPUs, 32 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
| Radeon HD 4830 512MB |
|
95 Watts |
| GeForce 9800 GTX+ |
|
145 Watts |
| |
Difference: 50 Watts (53%)
|
|
Memory Bandwidth
In theory, the GeForce 9800 GTX+ should perform quite a bit faster than the Radeon HD 4830 512MB overall. (explain)
| GeForce 9800 GTX+ |
|
70400 MB/sec |
| Radeon HD 4830 512MB |
|
57600 MB/sec |
| |
Difference: 12800 (22%)
|
|
Texel Rate
The GeForce 9800 GTX+ should be much (more or less 157%) faster with regards to AF than the Radeon HD 4830 512MB. (
explain)
| GeForce 9800 GTX+ |
|
47232 Mtexels/sec |
| Radeon HD 4830 512MB |
|
18400 Mtexels/sec |
| |
Difference: 28832 (157%)
|
|
Pixel Rate
The GeForce 9800 GTX+ will be quite a bit (about 28%) faster with regards to full screen anti-aliasing than the Radeon HD 4830 512MB, and also will be capable of handling higher screen resolutions better. (
explain)
| GeForce 9800 GTX+ |
|
11808 Mpixels/sec |
| Radeon HD 4830 512MB |
|
9200 Mpixels/sec |
| |
Difference: 2608 (28%)
|
|
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 9800 GTX+
Amazon.com
Other US-based stores
Amazon.co.uk
Amazon.de
Amazon.fr
|
Radeon HD 4830 512MB
Amazon.com
Other US-based stores
Amazon.co.uk
Amazon.de
Amazon.fr
|
Specifications
| Model
| GeForce 9800 GTX+ |
Radeon HD 4830 512MB |
| Manufacturer
| nVidia |
ATi |
| Year
| July 2008 |
Oct 21, 2008 |
| Code Name
| G92b |
RV770 LE |
| Fab Process
| 55 nm |
55 nm |
| Bus
| PCIe x16 2.0 |
PCIe 2.0 x16 |
| Memory
| 512 MB |
512 MB |
| Core Speed
| 738 MHz |
575 MHz |
| Shader Speed
| 1836 MHz |
(N/A) MHz |
| Memory Speed
| 1100 MHz |
900 MHz |
| Unified Shaders
| 128 |
640(128x5) |
| Texture Mapping Units
| 64 |
32 |
| Render Output Units
| 16 |
16 |
| Bus Type
| GDDR3 |
GDDR3 |
| Bus Width
| 256-bit |
256-bit |
| DirectX Version
| DirectX 10 |
DirectX 10.1 |
| OpenGL Version
| OpenGL 3.0 |
OpenGL 3.0 |
| Power (Max TDP)
| 145 watts |
95 watts |
| Shader Model
| 4.0 |
4.1 |
| Bandwidth
| 70400 MB/sec |
57600 MB/sec |
| Texel Rate
| 47232 Mtexels/sec |
18400 Mtexels/sec |
| Pixel Rate
| 11808 Mpixels/sec |
9200 Mpixels/sec |
Memory Bandwidth: Memory bandwidth is the maximum amount of information (measured in megabytes per second) that can be transferred over the external memory interface in one second. It's calculated by multiplying the bus width by its memory clock speed. In the case of DDR RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x.
The better the card's memory bandwidth, 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 texture map elements (texels) that are processed in one second. This number is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly write to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of ROPs by the clock speed of the card. 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 fill rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.
Comments
Be the first to leave a comment!