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GeForce 8800 GTS (G80) 640MB vs Radeon HD 4850 X2 512MB

Intro

The GeForce 8800 GTS (G80) 640MB has clock speeds of 513 MHz on the GPU, and 792 MHz on the 640 MB of GDDR3 memory. It features 96 SPUs as well as 48 Texture Address Units and 20 Rasterization Operator Units.

Compare those specifications to the Radeon HD 4850 X2 512MB, which uses a 55 nm design. ATi has set the core speed at 625 MHz. The GDDR3 RAM works at a speed of 993 MHz on this particular card. It features 800(160x5) SPUs as well as 40 Texture Address Units and 16 Rasterization Operator Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce 8800 GTS (G80) 640MB 143 Watts
Radeon HD 4850 X2 512MB 250 Watts
Difference: 107 Watts (75%)

Memory Bandwidth

As far as performance goes, the Radeon HD 4850 X2 512MB should theoretically be much better than the GeForce 8800 GTS (G80) 640MB in general. (explain)

Radeon HD 4850 X2 512MB 127104 MB/sec
GeForce 8800 GTS (G80) 640MB 63360 MB/sec
Difference: 63744 (101%)

Texel Rate

The Radeon HD 4850 X2 512MB should be a lot (approximately 103%) faster with regards to AF than the GeForce 8800 GTS (G80) 640MB. (explain)

Radeon HD 4850 X2 512MB 50000 Mtexels/sec
GeForce 8800 GTS (G80) 640MB 24624 Mtexels/sec
Difference: 25376 (103%)

Pixel Rate

The Radeon HD 4850 X2 512MB will be much (more or less 95%) better at full screen anti-aliasing than the GeForce 8800 GTS (G80) 640MB, and will be capable of handling higher screen resolutions without slowing down too much. (explain)

Radeon HD 4850 X2 512MB 20000 Mpixels/sec
GeForce 8800 GTS (G80) 640MB 10260 Mpixels/sec
Difference: 9740 (95%)

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 GTS (G80) 640MB

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 GTS (G80) 640MB Radeon HD 4850 X2 512MB
Manufacturer nVidia ATi
Year Nov 2006 (640) Nov 7, 2008
Code Name G80 R700
Fab Process 90 nm 55 nm
Bus PCIe x16 PCIe 2.0 x16 (PCIe bridge)
Memory 640 MB 512 MB (x2)
Core Speed 513 MHz 625 MHz (x2)
Shader Speed 1188 MHz (N/A) MHz (x2)
Memory Speed 792 MHz 993 MHz (x2)
Unified Shaders 96 800(160x5) (x2)
Texture Mapping Units 48 40 (x2)
Render Output Units 20 16 (x2)
Bus Type GDDR3 GDDR3
Bus Width 320-bit 256-bit (x2)
DirectX Version DirectX 10 DirectX 10.1
OpenGL Version OpenGL 3.0 OpenGL 3.0
Power (Max TDP) 143 watts 250 watts
Shader Model 4.0 4.1
Bandwidth 63360 MB/sec 127104 MB/sec
Texel Rate 24624 Mtexels/sec 50000 Mtexels/sec
Pixel Rate 10260 Mpixels/sec 20000 Mpixels/sec

Memory Bandwidth: Bandwidth is the max amount of information (counted in megabytes per second) that can be transported over the external memory interface within a second. It is worked out by multiplying the card's bus width by the speed of its memory. In the case of DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.

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

Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly record to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on 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 ability to reach the maximum fill rate.

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