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GeForce GTS 250 512MB vs Radeon HD 4850 X2 512MB

Intro

The GeForce GTS 250 512MB comes with a GPU core clock speed of 738 MHz, and the 512 MB of GDDR3 memory is set to run at 1100 MHz through a 256-bit bus. It also is comprised of 128 SPUs, 64 Texture Address Units, and 16 Raster Operation Units.

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

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTS 250 512MB 145 Watts
Radeon HD 4850 X2 512MB 250 Watts
Difference: 105 Watts (72%)

Memory Bandwidth

Theoretically speaking, the Radeon HD 4850 X2 512MB should be quite a bit faster than the GeForce GTS 250 512MB overall. (explain)

Radeon HD 4850 X2 512MB 127104 MB/sec
GeForce GTS 250 512MB 70400 MB/sec
Difference: 56704 (81%)

Texel Rate

The Radeon HD 4850 X2 512MB will be a small bit (about 6%) better at texture filtering than the GeForce GTS 250 512MB. (explain)

Radeon HD 4850 X2 512MB 50000 Mtexels/sec
GeForce GTS 250 512MB 47232 Mtexels/sec
Difference: 2768 (6%)

Pixel Rate

If using a high screen resolution is important to you, then the Radeon HD 4850 X2 512MB is superior to the GeForce GTS 250 512MB, by a large margin. (explain)

Radeon HD 4850 X2 512MB 20000 Mpixels/sec
GeForce GTS 250 512MB 11808 Mpixels/sec
Difference: 8192 (69%)

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 GTS 250 512MB

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 GTS 250 512MB Radeon HD 4850 X2 512MB
Manufacturer nVidia ATi
Year March 3, 2009 Nov 7, 2008
Code Name G92a/b R700
Fab Process 65/55 nm 55 nm
Bus PCIe x16 2.0 PCIe 2.0 x16 (PCIe bridge)
Memory 512 MB 512 MB (x2)
Core Speed 738 MHz 625 MHz (x2)
Shader Speed 1836 MHz (N/A) MHz (x2)
Memory Speed 1100 MHz 993 MHz (x2)
Unified Shaders 128 800(160x5) (x2)
Texture Mapping Units 64 40 (x2)
Render Output Units 16 16 (x2)
Bus Type GDDR3 GDDR3
Bus Width 256-bit 256-bit (x2)
DirectX Version DirectX 10 DirectX 10.1
OpenGL Version OpenGL 3.1 OpenGL 3.0
Power (Max TDP) 145 watts 250 watts
Shader Model 4.0 4.1
Bandwidth 70400 MB/sec 127104 MB/sec
Texel Rate 47232 Mtexels/sec 50000 Mtexels/sec
Pixel Rate 11808 Mpixels/sec 20000 Mpixels/sec

Memory Bandwidth: Bandwidth is the largest amount of data (counted in MB per second) that can be transported across the external memory interface in a second. It is calculated by multiplying the card's bus width by its memory clock speed. In the case of DDR memory, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.

Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed per second. This is worked out by multiplying the total texture units by the core speed of the chip. The higher the texel rate, the better the 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 maximum amount of pixels that the graphics chip could possibly record to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.

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