Compare any two graphics cards:
GeForce 8800 GTS (G92) vs Radeon HD 4770
Intro
The GeForce 8800 GTS (G92) comes with a GPU core speed of 650 MHz, and the 512 MB of GDDR3 memory runs at 970 MHz through a 256-bit bus. It also is made up of 128 Stream Processors, 64 Texture Address Units, and 16 ROPs.
Compare all of that to the Radeon HD 4770, which makes use of a 40 nm design. ATi has clocked the core frequency at 750 MHz. The GDDR5 memory is set to run at a frequency of 800 MHz on this model. It features 640(128x5) SPUs along with 32 TAUs and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
| Radeon HD 4770 |
|
80 Watts |
| GeForce 8800 GTS (G92) |
|
135 Watts |
| |
Difference: 55 Watts (69%)
|
|
Memory Bandwidth
As far as performance goes, the GeForce 8800 GTS (G92) should theoretically be quite a bit better than the Radeon HD 4770 in general. (explain)
| GeForce 8800 GTS (G92) |
|
62080 MB/sec |
| Radeon HD 4770 |
|
51200 MB/sec |
| |
Difference: 10880 (21%)
|
|
Texel Rate
The GeForce 8800 GTS (G92) should be quite a bit (more or less 73%) more effective at anisotropic filtering than the Radeon HD 4770. (
explain)
| GeForce 8800 GTS (G92) |
|
41600 Mtexels/sec |
| Radeon HD 4770 |
|
24000 Mtexels/sec |
| |
Difference: 17600 (73%)
|
|
Pixel Rate
The Radeon HD 4770 will be a little bit (more or less 15%) better at full screen anti-aliasing than the GeForce 8800 GTS (G92), and also should be capable of handling higher resolutions better. (
explain)
| Radeon HD 4770 |
|
12000 Mpixels/sec |
| GeForce 8800 GTS (G92) |
|
10400 Mpixels/sec |
| |
Difference: 1600 (15%)
|
|
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 4770
Amazon.com
Other US-based stores
Amazon.co.uk
Amazon.de
Amazon.fr
|
Specifications
| Model
| GeForce 8800 GTS (G92) |
Radeon HD 4770 |
| Manufacturer
| nVidia |
ATi |
| Year
| Dec 2007 |
Apr 28, 2009 |
| Code Name
| G92 |
RV740 |
| Fab Process
| 65 nm |
40 nm |
| Bus
| PCIe x16 2.0 |
PCIe 2.0 x16 |
| Memory
| 512 MB |
512 MB |
| Core Speed
| 650 MHz |
750 MHz |
| Shader Speed
| 1625 MHz |
(N/A) MHz |
| Memory Speed
| 970 MHz |
800 MHz |
| Unified Shaders
| 128 |
640(128x5) |
| Texture Mapping Units
| 64 |
32 |
| Render Output Units
| 16 |
16 |
| Bus Type
| GDDR3 |
GDDR5 |
| Bus Width
| 256-bit |
128-bit |
| DirectX Version
| DirectX 10 |
DirectX 10.1 |
| OpenGL Version
| OpenGL 3.0 |
OpenGL 3.0 |
| Power (Max TDP)
| 135 watts |
80 watts |
| Shader Model
| 4.0 |
4.1 |
| Bandwidth
| 62080 MB/sec |
51200 MB/sec |
| Texel Rate
| 41600 Mtexels/sec |
24000 Mtexels/sec |
| Pixel Rate
| 10400 Mpixels/sec |
12000 Mpixels/sec |
Memory Bandwidth: Bandwidth is the maximum amount of data (in units of MB per second) that can be moved across the external memory interface in one second. It's calculated by multiplying the card's bus width by its memory speed. In the case of DDR RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead.
The higher the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This is calculated 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 video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly write to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image).
The actual pixel rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.
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