Compare any two graphics cards:
GeForce 8800 GTS (G92) vs Radeon HD 4830 1GB
IntroThe GeForce 8800 GTS (G92) makes use of a 65 nm design. nVidia has set the core speed at 650 MHz. The GDDR3 RAM works at a speed of 970 MHz on this specific card. It features 128 SPUs as well as 64 Texture Address Units and 16 Rasterization Operator Units.Compare those specifications to the Radeon HD 4830 1GB, which uses a 55 nm design. ATi has clocked the core frequency at 575 MHz. The GDDR4 memory is set to run at a frequency of 900 MHz on this specific card. It features 640(128x5) SPUs along with 32 Texture Address Units and 16 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthThe GeForce 8800 GTS (G92) should theoretically be a little bit faster than the Radeon HD 4830 1GB in general. (explain)
Texel RateThe GeForce 8800 GTS (G92) should be a lot (about 126%) faster with regards to texture filtering than the Radeon HD 4830 1GB. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce 8800 GTS (G92) is the winner, but 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: Memory bandwidth is the largest amount of data (counted in megabytes per second) that can be transported across the external memory interface in a second. It is calculated by multiplying the interface width by its memory clock speed. If the card has DDR type RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions. Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This figure is worked out 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 video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second. Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly write to its local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.
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