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GeForce GTX 260 vs Radeon HD 4850 X2 512MB

Intro

The GeForce GTX 260 has a GPU core speed of 576 MHz, and the 896 MB of GDDR3 memory is set to run at 999 MHz through a 448-bit bus. It also is comprised of 192 SPUs, 64 Texture Address Units, and 28 ROPs.

Compare all of that to the Radeon HD 4850 X2 512MB, which comes with a core clock speed of 625 MHz and a GDDR3 memory frequency of 993 MHz. It also makes use of a 256-bit bus, and makes use of a 55 nm design. It is comprised of 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 260 182 Watts
Radeon HD 4850 X2 512MB 250 Watts
Difference: 68 Watts (37%)

Memory Bandwidth

Theoretically speaking, the Radeon HD 4850 X2 512MB should be a little bit faster than the GeForce GTX 260 in general. (explain)

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

Texel Rate

The Radeon HD 4850 X2 512MB will be a lot (approximately 36%) more effective at anisotropic filtering than the GeForce GTX 260. (explain)

Radeon HD 4850 X2 512MB 50000 Mtexels/sec
GeForce GTX 260 36864 Mtexels/sec
Difference: 13136 (36%)

Pixel Rate

The Radeon HD 4850 X2 512MB will be much (approximately 24%) faster with regards to AA than the GeForce GTX 260, and also will be capable of handling higher resolutions without losing too much performance. (explain)

Radeon HD 4850 X2 512MB 20000 Mpixels/sec
GeForce GTX 260 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

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 Radeon HD 4850 X2 512MB
Manufacturer nVidia ATi
Year June 16, 2008 Nov 7, 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 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 192 800(160x5) (x2)
Texture Mapping Units 64 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) 182 watts 250 watts
Shader Model 4.0 4.1
Bandwidth 111888 MB/sec 127104 MB/sec
Texel Rate 36864 Mtexels/sec 50000 Mtexels/sec
Pixel Rate 16128 Mpixels/sec 20000 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the maximum amount of data (counted in megabytes per second) that can be transported past the external memory interface within a second. It's worked out by multiplying the bus width by its memory clock speed. If the card has DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.

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

Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the max fill rate.

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