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GeForce 8800 GTS (G80) 640MB vs Radeon HD 4830 512MB

Intro

The GeForce 8800 GTS (G80) 640MB makes use of a 90 nm design. nVidia has clocked the core speed at 513 MHz. The GDDR3 RAM runs at a frequency of 792 MHz on this particular card. It features 96 SPUs along with 48 TAUs and 20 ROPs.

Compare those specs to the Radeon HD 4830 512MB, which makes use of a 55 nm design. ATi has clocked the core speed at 575 MHz. The GDDR3 RAM is set to run at a speed of 900 MHz on this model. It features 640(128x5) SPUs along with 32 Texture Address Units and 16 ROPs.

F.E.A.R. 2

Settings: Maximum Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Unknown (Source)
Radeon HD 4830 512MB 50 FPS
GeForce 8800 GTS (G80) 640MB 30 FPS
Difference: 20 FPS (67%)

Fallout 3

Settings: Very High Quality
AA: 8x
AF: 16x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
Radeon HD 4830 512MB 36 FPS
GeForce 8800 GTS (G80) 640MB 14 FPS
Difference: 22 FPS (157%)

Fallout 3

Settings: Very High Quality
AA: 4x
AF: 8x
Resolution: 1680x1050
Test Machine: Tom's Hardware Charts Test Rig (Source)
Radeon HD 4830 512MB 49 FPS
GeForce 8800 GTS (G80) 640MB 38 FPS
Difference: 11 FPS (29%)

Far Cry 2

Settings: Very High Qualty
AA: none
AF: none
Resolution: 1920x1200
Test Machine: Intel Core i7-920,3 x 2 GB Ram,Windows Vista Ultimate 32 Bit SP1 (Source)
Radeon HD 4830 512MB 42 FPS
GeForce 8800 GTS (G80) 640MB 31 FPS
Difference: 11 FPS (35%)

Left4Dead

Settings: Very High Quality
AA: 8x
AF: 16x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
Radeon HD 4830 512MB 48 FPS
GeForce 8800 GTS (G80) 640MB 32 FPS
Difference: 16 FPS (50%)

Left4Dead

Settings: Very High Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Charts Test Rig (Source)
Radeon HD 4830 512MB 51 FPS
GeForce 8800 GTS (G80) 640MB 38 FPS
Difference: 13 FPS (34%)

Tom Clancy's Endwar

Settings: High Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
Radeon HD 4830 512MB 22 FPS
GeForce 8800 GTS (G80) 640MB 14 FPS
Difference: 8 FPS (57%)

Tom Clancy's H.A.W.X

Settings: High Quality
AA: 4x
AF: 8x
Resolution: 1680x1050
Test Machine: Tom's Hardware Charts Test Rig (Source)
GeForce 8800 GTS (G80) 640MB 30 FPS
Radeon HD 4830 512MB 24 FPS
Difference: 6 FPS (25%)

Radeon HD 4830 512MB wins

(Based entirely on the benchmarks listed above)

When combining all game benchmark scores on this page together, the Radeon HD 4830 512MB wins overall, by 106 FPS. Please note that we do not have the results of every benchmark ever done for these cards, so the results may differ wildly in different games.

Radeon HD 4830 512MB 371 FPS
GeForce 8800 GTS (G80) 640MB 265 FPS
Difference: 106 FPS (40%)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 4830 512MB 95 Watts
GeForce 8800 GTS (G80) 640MB 143 Watts
Difference: 48 Watts (51%)

Memory Bandwidth

Theoretically speaking, the GeForce 8800 GTS (G80) 640MB should perform a little bit faster than the Radeon HD 4830 512MB in general. (explain)

GeForce 8800 GTS (G80) 640MB 63360 MB/sec
Radeon HD 4830 512MB 57600 MB/sec
Difference: 5760 (10%)

Texel Rate

The GeForce 8800 GTS (G80) 640MB will be a lot (approximately 34%) faster with regards to anisotropic filtering than the Radeon HD 4830 512MB. (explain)

GeForce 8800 GTS (G80) 640MB 24624 Mtexels/sec
Radeon HD 4830 512MB 18400 Mtexels/sec
Difference: 6224 (34%)

Pixel Rate

The GeForce 8800 GTS (G80) 640MB will be a little bit (about 12%) faster with regards to FSAA than the Radeon HD 4830 512MB, and should be able to handle higher resolutions without losing too much performance. (explain)

GeForce 8800 GTS (G80) 640MB 10260 Mpixels/sec
Radeon HD 4830 512MB 9200 Mpixels/sec
Difference: 1060 (12%)

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 4830 512MB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce 8800 GTS (G80) 640MB Radeon HD 4830 512MB
Manufacturer nVidia ATi
Year Nov 2006 (640) Oct 21, 2008
Code Name G80 RV770 LE
Fab Process 90 nm 55 nm
Bus PCIe x16 PCIe 2.0 x16
Memory 640 MB 512 MB
Core Speed 513 MHz 575 MHz
Shader Speed 1188 MHz (N/A) MHz
Memory Speed 792 MHz 900 MHz
Unified Shaders 96 640(128x5)
Texture Mapping Units 48 32
Render Output Units 20 16
Bus Type GDDR3 GDDR3
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 95 watts
Shader Model 4.0 4.1
Bandwidth 63360 MB/sec 57600 MB/sec
Texel Rate 24624 Mtexels/sec 18400 Mtexels/sec
Pixel Rate 10260 Mpixels/sec 9200 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the largest amount of data (counted in MB per second) that can be transported over the external memory interface within a second. It is calculated by multiplying the card's bus width by the speed of its memory. If the card has DDR RAM, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, 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 are processed in one second. This is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The better the texel rate, the better the 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 can possibly write to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Raster Operations Pipelines by the the core 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 fill rate also depends on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.

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