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GeForce 8800 GT 512MB vs Radeon HD 4670 1GB

Intro

The GeForce 8800 GT 512MB has a clock speed of 600 MHz and a GDDR3 memory speed of 900 MHz. It also uses a 256-bit bus, and makes use of a 65 nm design. It is made up of 112 SPUs, 56 Texture Address Units, and 16 Raster Operation Units.

Compare all of that to the Radeon HD 4670 1GB, which features a clock speed of 750 MHz and a GDDR4/GDDR3/DDR3/DDR2 memory speed of 1100 MHz. It also features a 128-bit bus, and uses a 55 nm design. It features 320(64x5) SPUs, 32 Texture Address Units, and 8 ROPs.

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, the GeForce 8800 GT 512MB should perform a lot faster than the Radeon HD 4670 1GB overall. (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 should be quite a bit (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

The GeForce 8800 GT 512MB should be much (more or less 60%) more effective at anti-aliasing than the Radeon HD 4670 1GB, and able to handle higher screen resolutions without losing too much performance. (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

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 GT 512MB

Amazon.com

Other US-based stores

Radeon HD 4670 1GB

Amazon.com

Other US-based stores

Specifications

Model GeForce 8800 GT 512MB Radeon HD 4670 1GB
Manufacturer nVidia ATi
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 900 MHz (1800 MHz effective) 1100 MHz (2200 MHz effective)
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 maximum amount of data (measured in megabytes per second) that can be transported past the external memory interface in one second. It's calculated by multiplying the card's interface width by the speed of its memory. If it uses DDR memory, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.

Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied in one second. This is worked out 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 graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.

Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly write to its local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.

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