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GeForce GTX 260 Core 216 vs Radeon HD 4850 X2 1GB

Intro

The GeForce GTX 260 Core 216 makes use of a 65 nm design. nVidia has clocked the core frequency at 576 MHz. The GDDR3 memory is set to run at a frequency of 999 MHz on this card. It features 216 SPUs as well as 72 TAUs and 28 Rasterization Operator Units.

Compare all of that to the Radeon HD 4850 X2 1GB, which comes with core clock speeds of 625 MHz on the GPU, and 993 MHz on the 1024 MB of GDDR3 RAM. It features 800(160x5) SPUs along with 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 GTX 260 Core 216 202 Watts
Radeon HD 4850 X2 1GB 250 Watts
Difference: 48 Watts (24%)

Memory Bandwidth

Performance-wise, the Radeon HD 4850 X2 1GB should in theory be just a bit superior to the GeForce GTX 260 Core 216 in general. (explain)

Radeon HD 4850 X2 1GB 127104 MB/sec
GeForce GTX 260 Core 216 111888 MB/sec
Difference: 15216 (14%)

Texel Rate

The Radeon HD 4850 X2 1GB should be quite a bit (about 21%) more effective at anisotropic filtering than the GeForce GTX 260 Core 216. (explain)

Radeon HD 4850 X2 1GB 50000 Mtexels/sec
GeForce GTX 260 Core 216 41472 Mtexels/sec
Difference: 8528 (21%)

Pixel Rate

The Radeon HD 4850 X2 1GB should be quite a bit (about 24%) faster with regards to full screen anti-aliasing than the GeForce GTX 260 Core 216, and also capable of handling higher screen resolutions without slowing down too much. (explain)

Radeon HD 4850 X2 1GB 20000 Mpixels/sec
GeForce GTX 260 Core 216 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 Core 216

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Radeon HD 4850 X2 1GB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce GTX 260 Core 216 Radeon HD 4850 X2 1GB
Manufacturer nVidia ATi
Year September 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 1024 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) 202 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: Bandwidth is the max amount of data (measured in megabytes per second) that can be moved across the external memory interface in one second. It is worked out by multiplying the card's bus width by its memory clock speed. In the case of DDR type RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.

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

Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly record to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the max fill rate.

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