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GeForce 9800 GTX+ vs Radeon HD 4850 X2 1GB

Intro

The GeForce 9800 GTX+ has core speeds of 738 MHz on the GPU, and 1100 MHz on the 512 MB of GDDR3 RAM. It features 128 SPUs along with 64 Texture Address Units and 16 Rasterization Operator Units.

Compare those specs to the Radeon HD 4850 X2 1GB, which features core clock speeds of 625 MHz on the GPU, and 993 MHz on the 1024 MB of GDDR3 memory. It features 800(160x5) SPUs as well as 40 Texture Address Units and 16 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce 9800 GTX+ 145 Watts
Radeon HD 4850 X2 1GB 250 Watts
Difference: 105 Watts (72%)

Memory Bandwidth

Performance-wise, the Radeon HD 4850 X2 1GB should in theory be a lot better than the GeForce 9800 GTX+ in general. (explain)

Radeon HD 4850 X2 1GB 127104 MB/sec
GeForce 9800 GTX+ 70400 MB/sec
Difference: 56704 (81%)

Texel Rate

The Radeon HD 4850 X2 1GB is a little bit (approximately 6%) better at AF than the GeForce 9800 GTX+. (explain)

Radeon HD 4850 X2 1GB 50000 Mtexels/sec
GeForce 9800 GTX+ 47232 Mtexels/sec
Difference: 2768 (6%)

Pixel Rate

The Radeon HD 4850 X2 1GB will be quite a bit (more or less 69%) better at anti-aliasing than the GeForce 9800 GTX+, and also will be capable of handling higher resolutions better. (explain)

Radeon HD 4850 X2 1GB 20000 Mpixels/sec
GeForce 9800 GTX+ 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 9800 GTX+

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 9800 GTX+ Radeon HD 4850 X2 1GB
Manufacturer nVidia ATi
Year July 2008 Nov 7, 2008
Code Name G92b R700
Fab Process 55 nm 55 nm
Bus PCIe x16 2.0 PCIe 2.0 x16 (PCIe bridge)
Memory 512 MB 1024 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 3.0 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: Memory bandwidth is the maximum amount of information (measured in MB per second) that can be transferred over the external memory interface within a second. It is calculated by multiplying the card's bus width by the speed of its memory. In the case of DDR type RAM, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range and high 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 better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.

Pixel Rate: Pixel rate is the most pixels the graphics card can possibly write to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.

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