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GeForce GTX 260 Core 216 vs Radeon HD 4870 X2

Intro

The GeForce GTX 260 Core 216 has a GPU clock speed of 576 MHz, and the 896 MB of GDDR3 RAM is set to run at 999 MHz through a 448-bit bus. It also is comprised of 216 SPUs, 72 Texture Address Units, and 28 ROPs.

Compare those specs to the Radeon HD 4870 X2, which comes with a core clock frequency of 750 MHz and a GDDR5 memory speed of 900 MHz. It also features a 256-bit bus, and makes use of a 55 nm design. It features 800(160x5) SPUs, 40 TAUs, and 16 Raster Operation Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 260 Core 216 202 Watts
Radeon HD 4870 X2 350 Watts
Difference: 148 Watts (73%)

Memory Bandwidth

In theory, the Radeon HD 4870 X2 should be a lot faster than the GeForce GTX 260 Core 216 in general. (explain)

Radeon HD 4870 X2 230400 MB/sec
GeForce GTX 260 Core 216 111888 MB/sec
Difference: 118512 (106%)

Texel Rate

The Radeon HD 4870 X2 will be a lot (approximately 45%) better at texture filtering than the GeForce GTX 260 Core 216. (explain)

Radeon HD 4870 X2 60000 Mtexels/sec
GeForce GTX 260 Core 216 41472 Mtexels/sec
Difference: 18528 (45%)

Pixel Rate

If running with a high screen resolution is important to you, then the Radeon HD 4870 X2 is superior to the GeForce GTX 260 Core 216, by a large margin. (explain)

Radeon HD 4870 X2 24000 Mpixels/sec
GeForce GTX 260 Core 216 16128 Mpixels/sec
Difference: 7872 (49%)

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.

One or more cards in this comparison are multi-core. This means that their bandwidth, texel and pixel rates are theoretically doubled - this does not mean the card will actually perform twice as fast, but only that it should in theory be able to. Actual game benchmarks will give a more accurate idea of what it's capable of.

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 GTX 260 Core 216

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Radeon HD 4870 X2

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce GTX 260 Core 216 Radeon HD 4870 X2
Manufacturer nVidia ATi
Year September 16, 2008 Aug 12, 2008
Code Name G200 R700
Fab Process 65 nm 55 nm
Bus PCIe x16 2.0 PCIe 2.0 x16 (PCIe bridge)
Memory 896 MB 1024 MB (x2)
Core Speed 576 MHz 750 MHz (x2)
Shader Speed 1242 MHz (N/A) MHz (x2)
Memory Speed 999 MHz 900 MHz (x2)
Unified Shaders 216 800(160x5) (x2)
Texture Mapping Units 72 40 (x2)
Render Output Units 28 16 (x2)
Bus Type GDDR3 GDDR5
Bus Width 448-bit 256-bit (x2)
DirectX Version DirectX 10 DirectX 10.1
OpenGL Version OpenGL 3.1 OpenGL 3.0
Power (Max TDP) 202 watts 350 watts
Shader Model 4.0 4.1
Bandwidth 111888 MB/sec 230400 MB/sec
Texel Rate 41472 Mtexels/sec 60000 Mtexels/sec
Pixel Rate 16128 Mpixels/sec 24000 Mpixels/sec

Memory Bandwidth: Bandwidth is the max amount of data (measured in MB per second) that can be transported across the external memory interface in a second. The number is worked out by multiplying the card's interface width by its memory clock speed. In the case of DDR type RAM, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the card's 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 number of texture map elements (texels) that can be applied per second. This is worked out by multiplying the total texture units by the core clock speed of the chip. The better this number, the better the video 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 most pixels that the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.

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