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GeForce 8800 GTS (G80) 640MB vs Radeon HD 4650 1GB

Intro

The GeForce 8800 GTS (G80) 640MB uses a 90 nm design. nVidia has clocked the core frequency at 513 MHz. The GDDR3 RAM is set to run at a frequency of 792 MHz on this particular card. It features 96 SPUs along with 48 TAUs and 20 ROPs.

Compare those specs to the Radeon HD 4650 1GB, which uses a 55 nm design. AMD has clocked the core frequency at 600 MHz. The GDDR3 memory runs at a frequency of 700 MHz on this card. It features 320(64x5) SPUs along with 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 4650 1GB 55 Watts
GeForce 8800 GTS (G80) 640MB 143 Watts
Difference: 88 Watts (160%)

Memory Bandwidth

Theoretically speaking, the GeForce 8800 GTS (G80) 640MB should be quite a bit faster than the Radeon HD 4650 1GB in general. (explain)

GeForce 8800 GTS (G80) 640MB 63360 MB/sec
Radeon HD 4650 1GB 22400 MB/sec
Difference: 40960 (183%)

Texel Rate

The GeForce 8800 GTS (G80) 640MB will be a lot (approximately 28%) more effective at anisotropic filtering than the Radeon HD 4650 1GB. (explain)

GeForce 8800 GTS (G80) 640MB 24624 Mtexels/sec
Radeon HD 4650 1GB 19200 Mtexels/sec
Difference: 5424 (28%)

Pixel Rate

The GeForce 8800 GTS (G80) 640MB is much (more or less 114%) faster with regards to AA than the Radeon HD 4650 1GB, and will be able to handle higher screen resolutions better. (explain)

GeForce 8800 GTS (G80) 640MB 10260 Mpixels/sec
Radeon HD 4650 1GB 4800 Mpixels/sec
Difference: 5460 (114%)

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 GTS (G80) 640MB

Amazon.com

Radeon HD 4650 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 GTS (G80) 640MB Radeon HD 4650 1GB
Manufacturer nVidia AMD
Year Nov 2006 (640) Sep 10, 2008
Code Name G80 RV730 PRO
Fab Process 90 nm 55 nm
Bus PCIe x16 PCIe 2.0 x16, AGP 8x
Memory 640 MB 1024 MB
Core Speed 513 MHz 600 MHz
Shader Speed 1188 MHz (N/A) MHz
Memory Speed 792 MHz (1584 MHz effective) 700 MHz (1400 MHz effective)
Unified Shaders 96 320(64x5)
Texture Mapping Units 48 32
Render Output Units 20 8
Bus Type GDDR3 GDDR3
Bus Width 320-bit 128-bit
DirectX Version DirectX 10 DirectX 10.1
OpenGL Version OpenGL 3.0 OpenGL 3.0
Power (Max TDP) 143 watts 55 watts
Shader Model 4.0 4.1
Bandwidth 63360 MB/sec 22400 MB/sec
Texel Rate 24624 Mtexels/sec 19200 Mtexels/sec
Pixel Rate 10260 Mpixels/sec 4800 Mpixels/sec

Memory Bandwidth: Bandwidth is the largest amount of information (in units of MB per second) that can be moved past the external memory interface within a second. The number is worked out by multiplying the bus width by its memory speed. If it uses DDR type RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed in one second. This number is worked out by multiplying the total amount of texture units of the card by the core speed of the chip. The higher the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.

Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly write to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called 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 memory bandwidth is, the lower the ability to reach the max fill rate.

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