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GeForce 8800 GT 512MB vs Radeon HD 4670 1GB

Intro

The GeForce 8800 GT 512MB features a GPU core clock speed of 600 MHz, and the 512 MB of GDDR3 RAM is set to run at 900 MHz through a 256-bit bus. It also features 112 SPUs, 56 TAUs, and 16 ROPs.

Compare all that to the Radeon HD 4670 1GB, which has GPU clock speed of 750 MHz, and 1024 MB of GDDR4/GDDR3/DDR3/DDR2 memory running at 1100 MHz through a 128-bit bus. It also is made up of 320(64x5) SPUs, 32 TAUs, and 8 ROPs.

Display Graphs

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Tom Clancy's H.A.W.X

Settings: High Quality
AA: 4x
AF: 8x
Resolution: 1680x1050
Test Machine: Tom's Hardware Charts Test Rig (Source)
GeForce 8800 GT 512MB 32 FPS
Radeon HD 4670 1GB 21 FPS
Difference: 11 FPS (52%)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 4670 1GB 70 Watts
GeForce 8800 GT 512MB 105 Watts
Difference: 35 Watts (50%)

Memory Bandwidth

Theoretically speaking, the GeForce 8800 GT 512MB should be 64% faster than the Radeon HD 4670 1GB overall, due to its higher data rate. (explain)

GeForce 8800 GT 512MB 57600 MB/sec
Radeon HD 4670 1GB 35200 MB/sec
Difference: 22400 (64%)

Texel Rate

The GeForce 8800 GT 512MB is much (approximately 40%) more effective at AF than the Radeon HD 4670 1GB. (explain)

GeForce 8800 GT 512MB 33600 Mtexels/sec
Radeon HD 4670 1GB 24000 Mtexels/sec
Difference: 9600 (40%)

Pixel Rate

If running with a high resolution is important to you, then the GeForce 8800 GT 512MB is a better choice, by far. (explain)

GeForce 8800 GT 512MB 9600 Mpixels/sec
Radeon HD 4670 1GB 6000 Mpixels/sec
Difference: 3600 (60%)

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

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GeForce 8800 GT 512MB

Amazon.com

Radeon HD 4670 1GB

Amazon.com

Please note that the price comparisons are based on search keywords - sometimes it might show cards with very similar names that are not exactly the same as the one chosen in the comparison. We do try to filter out the wrong results as best we can, though.

Specifications

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Model GeForce 8800 GT 512MB Radeon HD 4670 1GB
Manufacturer nVidia AMD
Year Oct 2007 Sep 10, 2008
Code Name G92 RV730 XT
Fab Process 65 nm 55 nm
Bus PCIe x16 2.0 PCIe 2.0 x16, AGP 8x
Memory 512 MB 1024 MB
Core Speed 600 MHz 750 MHz
Shader Speed 1500 MHz (N/A) MHz
Memory Speed 1800 MHz 2200 MHz
Unified Shaders 112 320(64x5)
Texture Mapping Units 56 32
Render Output Units 16 8
Bus Type GDDR3 GDDR4/GDDR3/DDR3/DDR2
Bus Width 256-bit 128-bit
DirectX Version DirectX 10 DirectX 10.1
OpenGL Version OpenGL 3.0 OpenGL 3.0
Power (Max TDP) 105 watts 70 watts
Shader Model 4.0 4.1
Bandwidth 57600 MB/sec 35200 MB/sec
Texel Rate 33600 Mtexels/sec 24000 Mtexels/sec
Pixel Rate 9600 Mpixels/sec 6000 Mpixels/sec

Memory Bandwidth: Bandwidth is the max amount of information (counted in megabytes per second) that can be transferred over the external memory interface in one second. It's calculated by multiplying the card's interface width by its memory clock speed. If it uses DDR type RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.

Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per second. This number is worked out by multiplying the total amount 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 one second.

Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly write to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of ROPs by the the core speed of the card. 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 lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the max fill rate.

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