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GeForce 9800 GTX+ vs Radeon HD 4730

Intro

The 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 Benchmarks

Power Consumption (Max TDP)

Radeon HD 4730 140 Watts
GeForce 9800 GTX+ 145 Watts
Difference: 5 Watts (4%)

Memory Bandwidth

In theory, the GeForce 9800 GTX+ should be 22% quicker than the Radeon HD 4730 overall, because of its greater bandwidth. (explain)

GeForce 9800 GTX+ 70400 MB/sec
Radeon HD 4730 57600 MB/sec
Difference: 12800 (22%)

Texel Rate

The GeForce 9800 GTX+ is quite a bit (more or less 111%) more effective at texture filtering than the Radeon HD 4730. (explain)

GeForce 9800 GTX+ 47232 Mtexels/sec
Radeon HD 4730 22400 Mtexels/sec
Difference: 24832 (111%)

Pixel Rate

If running with a high screen resolution is important to you, then the GeForce 9800 GTX+ is the winner, and very much so. (explain)

GeForce 9800 GTX+ 11808 Mpixels/sec
Radeon HD 4730 5600 Mpixels/sec
Difference: 6208 (111%)

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 9800 GTX+

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Radeon HD 4730

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce 9800 GTX+ Radeon HD 4730
Manufacturer nVidia ATi
Year July 2008 Jun 8, 2009
Code Name G92b RV770/CE
Fab Process 55 nm 55 nm
Bus PCIe x16 2.0 PCIe 2.0 x16
Memory 512 MB 512 MB
Core Speed 738 MHz 700 MHz
Shader Speed 1836 MHz (N/A) MHz
Memory Speed 1100 MHz 900 MHz
Unified Shaders 128 640(128x5)
Texture Mapping Units 64 32
Render Output Units 16 8
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) 145 watts 140 watts
Shader Model 4.0 4.1
Bandwidth 70400 MB/sec 57600 MB/sec
Texel Rate 47232 Mtexels/sec 22400 Mtexels/sec
Pixel Rate 11808 Mpixels/sec 5600 Mpixels/sec

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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