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GeForce 8800 GT 512MB vs Radeon HD 4670 1GB

Intro

The GeForce 8800 GT 512MB features a core clock speed of 600 MHz and a GDDR3 memory speed of 900 MHz. It also features a 256-bit memory bus, and uses a 65 nm design. It is comprised of 112 SPUs, 56 Texture Address Units, and 16 ROPs.

Compare all that to the Radeon HD 4670 1GB, which makes use of a 55 nm design. AMD has clocked the core speed at 750 MHz. The GDDR4/GDDR3/DDR3/DDR2 RAM is set to run at a frequency of 1100 MHz on this particular model. It features 320(64x5) SPUs as well as 32 Texture Address Units and 8 Rasterization Operator Units.

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

In theory, the GeForce 8800 GT 512MB should be 64% faster than the Radeon HD 4670 1GB in general, due to its higher bandwidth. (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 (more or less 40%) faster with regards to anisotropic filtering 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 using high levels of AA is important to you, then the GeForce 8800 GT 512MB is the winner, 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

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

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 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 largest amount of data (counted in megabytes per second) that can be transported over the external memory interface within a second. The number is worked out by multiplying the interface width by its memory speed. In the case of DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.

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

Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly record to its local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.

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