Compare any two graphics cards:
GeForce 8800 GTS (G92) vs Radeon HD 4830 512MB
Intro
The GeForce 8800 GTS (G92) comes with clock speeds of 650 MHz on the GPU, and 970 MHz on the 512 MB of GDDR3 RAM. It features 128 SPUs as well as 64 Texture Address Units and 16 ROPs.
Compare those specifications to the Radeon HD 4830 512MB, which uses a 55 nm design. ATi has set the core speed at 575 MHz. The GDDR3 memory works at a speed of 900 MHz on this particular card. It features 640(128x5) SPUs along with 32 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
| Radeon HD 4830 512MB |
|
95 Watts |
| GeForce 8800 GTS (G92) |
|
135 Watts |
| |
Difference: 40 Watts (42%)
|
|
Memory Bandwidth
Theoretically speaking, the GeForce 8800 GTS (G92) should perform just a bit faster than the Radeon HD 4830 512MB overall. (explain)
| GeForce 8800 GTS (G92) |
|
62080 MB/sec |
| Radeon HD 4830 512MB |
|
57600 MB/sec |
| |
Difference: 4480 (8%)
|
|
Texel Rate
The GeForce 8800 GTS (G92) will be a lot (more or less 126%) more effective at texture filtering than the Radeon HD 4830 512MB. (
explain)
| GeForce 8800 GTS (G92) |
|
41600 Mtexels/sec |
| Radeon HD 4830 512MB |
|
18400 Mtexels/sec |
| |
Difference: 23200 (126%)
|
|
Pixel Rate
The GeForce 8800 GTS (G92) is a small bit (more or less 13%) better at anti-aliasing than the Radeon HD 4830 512MB, and also should be able to handle higher resolutions more effectively. (
explain)
| GeForce 8800 GTS (G92) |
|
10400 Mpixels/sec |
| Radeon HD 4830 512MB |
|
9200 Mpixels/sec |
| |
Difference: 1200 (13%)
|
|
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 (G92)
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 8800 GTS (G92) |
Radeon HD 4830 512MB |
| Manufacturer
| nVidia |
ATi |
| Year
| Dec 2007 |
Oct 21, 2008 |
| Code Name
| G92 |
RV770 LE |
| Fab Process
| 65 nm |
55 nm |
| Bus
| PCIe x16 2.0 |
PCIe 2.0 x16 |
| Memory
| 512 MB |
512 MB |
| Core Speed
| 650 MHz |
575 MHz |
| Shader Speed
| 1625 MHz |
(N/A) MHz |
| Memory Speed
| 970 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)
| 135 watts |
95 watts |
| Shader Model
| 4.0 |
4.1 |
| Bandwidth
| 62080 MB/sec |
57600 MB/sec |
| Texel Rate
| 41600 Mtexels/sec |
18400 Mtexels/sec |
| Pixel Rate
| 10400 Mpixels/sec |
9200 Mpixels/sec |
Memory Bandwidth: Memory bandwidth is the max amount of information (in units of MB per second) that can be moved past the external memory interface within a second. The number is calculated by multiplying the bus width by its memory speed. In the case of DDR type memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead.
The better 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 amount of texture map elements (texels) that are applied per second. This figure is calculated by multiplying the total amount of texture units of the card by the core clock 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 per second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly record to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen.
The actual pixel output rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.
Comments
Be the first to leave a comment!