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GeForce 8800 Ultra vs Radeon HD 4850 X2 512MB

Intro

The GeForce 8800 Ultra uses a 90 nm design. nVidia has set the core frequency at 612 MHz. The GDDR3 RAM works at a frequency of 1080 MHz on this particular card. It features 128 SPUs along with 64 TAUs and 24 Rasterization Operator Units.

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

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce 8800 Ultra 171 Watts
Radeon HD 4850 X2 512MB 250 Watts
Difference: 79 Watts (46%)

Memory Bandwidth

The Radeon HD 4850 X2 512MB, in theory, should be a lot faster than the GeForce 8800 Ultra overall. (explain)

Radeon HD 4850 X2 512MB 127104 MB/sec
GeForce 8800 Ultra 103680 MB/sec
Difference: 23424 (23%)

Texel Rate

The Radeon HD 4850 X2 512MB should be quite a bit (about 28%) better at AF than the GeForce 8800 Ultra. (explain)

Radeon HD 4850 X2 512MB 50000 Mtexels/sec
GeForce 8800 Ultra 39168 Mtexels/sec
Difference: 10832 (28%)

Pixel Rate

The Radeon HD 4850 X2 512MB is a lot (about 36%) better at AA than the GeForce 8800 Ultra, and will be able to handle higher screen resolutions more effectively. (explain)

Radeon HD 4850 X2 512MB 20000 Mpixels/sec
GeForce 8800 Ultra 14688 Mpixels/sec
Difference: 5312 (36%)

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 8800 Ultra

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 8800 Ultra Radeon HD 4850 X2 512MB
Manufacturer nVidia ATi
Year May 2007 Nov 7, 2008
Code Name G80 R700
Fab Process 90 nm 55 nm
Bus PCIe x16 PCIe 2.0 x16 (PCIe bridge)
Memory 768 MB 512 MB (x2)
Core Speed 612 MHz 625 MHz (x2)
Shader Speed 1500 MHz (N/A) MHz (x2)
Memory Speed 1080 MHz 993 MHz (x2)
Unified Shaders 128 800(160x5) (x2)
Texture Mapping Units 64 40 (x2)
Render Output Units 24 16 (x2)
Bus Type GDDR3 GDDR3
Bus Width 384-bit 256-bit (x2)
DirectX Version DirectX 10 DirectX 10.1
OpenGL Version OpenGL 3.0 OpenGL 3.0
Power (Max TDP) 171 watts 250 watts
Shader Model 4.0 4.1
Bandwidth 103680 MB/sec 127104 MB/sec
Texel Rate 39168 Mtexels/sec 50000 Mtexels/sec
Pixel Rate 14688 Mpixels/sec 20000 Mpixels/sec

Memory Bandwidth: Bandwidth is the max amount of information (counted in megabytes per second) that can be transferred over the external memory interface in a second. It is worked out by multiplying the card's interface width by its memory clock speed. If the card has DDR memory, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, 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 texture map elements (texels) that can be applied in one second. This figure is worked out by multiplying the total number of texture units of the card by the core speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.

Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.

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