Compare any two graphics cards:
GeForce 9800 GTX+ vs Radeon HD 4730
IntroThe GeForce 9800 GTX+ features a core clock frequency of 738 MHz and a GDDR3 memory speed of 1100 MHz. It also features a 256-bit memory bus, and uses a 55 nm design. It is comprised of 128 SPUs, 64 TAUs, and 16 Raster Operation Units.Compare all that to the Radeon HD 4730, which features a core clock speed of 700 MHz and a GDDR5 memory speed of 900 MHz. It also makes use of a 128-bit bus, and makes use of a 55 nm design. It is made up of 640(128x5) SPUs, 32 Texture Address Units, and 8 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthIn theory, the GeForce 9800 GTX+ should be 22% quicker than the Radeon HD 4730 overall, because of its greater bandwidth. (explain)
Texel RateThe GeForce 9800 GTX+ is quite a bit (more or less 111%) more effective at texture filtering than the Radeon HD 4730. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce 9800 GTX+ is the winner, and very much so. (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 max amount of information (in units of megabytes per second) that can be transferred over the external memory interface in a second. It is worked out by multiplying the bus width by the speed of its memory. If it uses DDR type RAM, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions. Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed per second. This number is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second. Pixel Rate: Pixel rate is the most pixels the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the number 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 drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.
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