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GeForce GTX 260 216SP 55 nm vs Radeon HD 4850 X2 512MB

Intro

The GeForce GTX 260 216SP 55 nm comes with 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 made up of 216 SPUs, 72 Texture Address Units, and 28 Raster Operation Units.

Compare those specifications to the Radeon HD 4850 X2 512MB, which comes with a clock frequency of 625 MHz and a GDDR3 memory speed of 993 MHz. It also uses a 256-bit memory bus, and uses a 55 nm design. It features 800(160x5) SPUs, 40 Texture Address Units, and 16 Raster Operation Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 260 216SP 55 nm 171 Watts
Radeon HD 4850 X2 512MB 250 Watts
Difference: 79 Watts (46%)

Memory Bandwidth

In theory, the Radeon HD 4850 X2 512MB will be 14% quicker than the GeForce GTX 260 216SP 55 nm overall, because of its higher data rate. (explain)

Radeon HD 4850 X2 512MB 127104 MB/sec
GeForce GTX 260 216SP 55 nm 111888 MB/sec
Difference: 15216 (14%)

Texel Rate

The Radeon HD 4850 X2 512MB will be a lot (more or less 21%) faster with regards to texture filtering than the GeForce GTX 260 216SP 55 nm. (explain)

Radeon HD 4850 X2 512MB 50000 Mtexels/sec
GeForce GTX 260 216SP 55 nm 41472 Mtexels/sec
Difference: 8528 (21%)

Pixel Rate

The Radeon HD 4850 X2 512MB will be quite a bit (approximately 24%) better at FSAA than the GeForce GTX 260 216SP 55 nm, and also will be able to handle higher resolutions more effectively. (explain)

Radeon HD 4850 X2 512MB 20000 Mpixels/sec
GeForce GTX 260 216SP 55 nm 16128 Mpixels/sec
Difference: 3872 (24%)

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 216SP 55 nm

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Radeon HD 4850 X2 512MB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce GTX 260 216SP 55 nm Radeon HD 4850 X2 512MB
Manufacturer nVidia ATi
Year December 22, 2008 Nov 7, 2008
Code Name G200b R700
Fab Process 55 nm 55 nm
Bus PCIe x16 2.0 PCIe 2.0 x16 (PCIe bridge)
Memory 896 MB 512 MB (x2)
Core Speed 576 MHz 625 MHz (x2)
Shader Speed 1242 MHz (N/A) MHz (x2)
Memory Speed 999 MHz 993 MHz (x2)
Unified Shaders 216 800(160x5) (x2)
Texture Mapping Units 72 40 (x2)
Render Output Units 28 16 (x2)
Bus Type GDDR3 GDDR3
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) 171 watts 250 watts
Shader Model 4.0 4.1
Bandwidth 111888 MB/sec 127104 MB/sec
Texel Rate 41472 Mtexels/sec 50000 Mtexels/sec
Pixel Rate 16128 Mpixels/sec 20000 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the maximum amount of data (in units of MB per second) that can be moved across the external memory interface in a second. It is worked out by multiplying the card's interface width by its memory clock speed. In the case of DDR type RAM, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.

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

Pixel Rate: Pixel rate is the most pixels the graphics card can possibly write to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on many other factors, especially 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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