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GeForce 8800 GTS (G92) vs Radeon HD 4830 1GB

Intro

The 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 Benchmarks

Power Consumption (Max TDP)

Radeon HD 4830 1GB 95 Watts
GeForce 8800 GTS (G92) 135 Watts
Difference: 40 Watts (42%)

Memory Bandwidth

The GeForce 8800 GTS (G92) should theoretically be a little bit faster than the Radeon HD 4830 1GB in general. (explain)

GeForce 8800 GTS (G92) 62080 MB/sec
Radeon HD 4830 1GB 57600 MB/sec
Difference: 4480 (8%)

Texel Rate

The GeForce 8800 GTS (G92) should be a lot (about 126%) faster with regards to texture filtering than the Radeon HD 4830 1GB. (explain)

GeForce 8800 GTS (G92) 41600 Mtexels/sec
Radeon HD 4830 1GB 18400 Mtexels/sec
Difference: 23200 (126%)

Pixel Rate

If using lots of anti-aliasing is important to you, then the GeForce 8800 GTS (G92) is the winner, but not by far. (explain)

GeForce 8800 GTS (G92) 10400 Mpixels/sec
Radeon HD 4830 1GB 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 1GB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce 8800 GTS (G92) Radeon HD 4830 1GB
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 1024 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 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) 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 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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