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GeForce 8800 GTS (G80) 640MB vs Radeon HD 4830 1GB

Intro

The GeForce 8800 GTS (G80) 640MB has a core clock speed of 513 MHz and a GDDR3 memory frequency of 792 MHz. It also features a 320-bit memory bus, and makes use of a 90 nm design. It features 96 SPUs, 48 Texture Address Units, and 20 Raster Operation Units.

Compare those specifications to the Radeon HD 4830 1GB, which has a clock frequency of 575 MHz and a GDDR4 memory speed of 900 MHz. It also features a 256-bit bus, and uses a 55 nm design. It is comprised of 640(128x5) SPUs, 32 Texture Address Units, and 16 ROPs.

(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 (G80) 640MB 143 Watts
Difference: 48 Watts (51%)

Memory Bandwidth

Theoretically speaking, the GeForce 8800 GTS (G80) 640MB will be 10% faster than the Radeon HD 4830 1GB overall, due to its higher data rate. (explain)

GeForce 8800 GTS (G80) 640MB 63360 MB/sec
Radeon HD 4830 1GB 57600 MB/sec
Difference: 5760 (10%)

Texel Rate

The GeForce 8800 GTS (G80) 640MB will be a lot (more or less 34%) more effective at AF than the Radeon HD 4830 1GB. (explain)

GeForce 8800 GTS (G80) 640MB 24624 Mtexels/sec
Radeon HD 4830 1GB 18400 Mtexels/sec
Difference: 6224 (34%)

Pixel Rate

If running with a high resolution is important to you, then the GeForce 8800 GTS (G80) 640MB is superior to the Radeon HD 4830 1GB, but only just. (explain)

GeForce 8800 GTS (G80) 640MB 10260 Mpixels/sec
Radeon HD 4830 1GB 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 1GB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce 8800 GTS (G80) 640MB Radeon HD 4830 1GB
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 1024 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 GDDR4
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 maximum amount of data (measured in MB per second) that can be transferred across the external memory interface within a second. It is worked out by multiplying the interface width by the speed of its memory. In the case of DDR type RAM, it should be multiplied by 2 once 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 AA, High Dynamic Range and higher screen resolutions.

Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed per second. This figure is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.

Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly write to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units by the the core speed of the card. 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 rate is also dependant on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.

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