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GeForce 8800 GTS (G80) 640MB vs Radeon HD 4750

Intro

The GeForce 8800 GTS (G80) 640MB uses a 90 nm design. nVidia has set the core frequency at 513 MHz. The GDDR3 memory works at a speed of 792 MHz on this card. It features 96 SPUs as well as 48 Texture Address Units and 20 ROPs.

Compare those specifications to the Radeon HD 4750, which features a clock frequency of 730 MHz and a GDDR5 memory speed of 800 MHz. It also features a 128-bit memory bus, and uses a 40 nm design. It is made up of 640(128x5) SPUs, 32 TAUs, and 16 Raster Operation Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 4750 75 Watts
GeForce 8800 GTS (G80) 640MB 143 Watts
Difference: 68 Watts (91%)

Memory Bandwidth

Performance-wise, the GeForce 8800 GTS (G80) 640MB should in theory be a lot better than the Radeon HD 4750 overall. (explain)

GeForce 8800 GTS (G80) 640MB 63360 MB/sec
Radeon HD 4750 51200 MB/sec
Difference: 12160 (24%)

Texel Rate

The GeForce 8800 GTS (G80) 640MB is just a bit (more or less 5%) better at anisotropic filtering than the Radeon HD 4750. (explain)

GeForce 8800 GTS (G80) 640MB 24624 Mtexels/sec
Radeon HD 4750 23360 Mtexels/sec
Difference: 1264 (5%)

Pixel Rate

The Radeon HD 4750 is a small bit (more or less 14%) more effective at full screen anti-aliasing than the GeForce 8800 GTS (G80) 640MB, and also capable of handling higher resolutions better. (explain)

Radeon HD 4750 11680 Mpixels/sec
GeForce 8800 GTS (G80) 640MB 10260 Mpixels/sec
Difference: 1420 (14%)

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 4750

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce 8800 GTS (G80) 640MB Radeon HD 4750
Manufacturer nVidia ATi
Year Nov 2006 (640)
Code Name G80 RV740
Fab Process 90 nm 40 nm
Bus PCIe x16 PCIe 2.0 x16
Memory 640 MB 512 MB
Core Speed 513 MHz 730 MHz
Shader Speed 1188 MHz (N/A) MHz
Memory Speed 792 MHz 800 MHz
Unified Shaders 96 640(128x5)
Texture Mapping Units 48 32
Render Output Units 20 16
Bus Type GDDR3 GDDR5
Bus Width 320-bit 128-bit
DirectX Version DirectX 10 DirectX 10.1
OpenGL Version OpenGL 3.0 OpenGL 3.0
Power (Max TDP) 143 watts 75 watts
Shader Model 4.0 4.1
Bandwidth 63360 MB/sec 51200 MB/sec
Texel Rate 24624 Mtexels/sec 23360 Mtexels/sec
Pixel Rate 10260 Mpixels/sec 11680 Mpixels/sec

Memory Bandwidth: Bandwidth is the max amount of data (measured in megabytes per second) that can be transported across the external memory interface in a second. The number is calculated by multiplying the card's interface width by its memory clock speed. If the card has DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.

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

Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly write to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.

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