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GeForce 8800 GT 512MB vs Radeon HD 4670 1GB

Intro

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

Compare all that to the Radeon HD 4670 1GB, which features GPU clock speed of 750 MHz, and 1024 MB of GDDR4/GDDR3/DDR3/DDR2 RAM running at 1100 MHz through a 128-bit bus. It also is comprised of 320(64x5) Stream Processors, 32 TAUs, and 8 Raster Operation Units.

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

Performance-wise, the GeForce 8800 GT 512MB should in theory be quite a bit superior to 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 will be 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 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

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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 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 max amount of data (counted in MB per second) that can be transported over the external memory interface within a second. It is worked out by multiplying the 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 higher the memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.

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

Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly write to the local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.

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