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GeForce 8800 GTS (G80) 640MB vs Radeon HD 4850 X2 1GB

Intro

The GeForce 8800 GTS (G80) 640MB comes with a core clock frequency of 513 MHz and a GDDR3 memory speed of 792 MHz. It also features a 320-bit memory bus, and uses a 90 nm design. It features 96 SPUs, 48 Texture Address Units, and 20 Raster Operation Units.

Compare all of that to the Radeon HD 4850 X2 1GB, which makes use of a 55 nm design. ATi has clocked the core frequency at 625 MHz. The GDDR3 memory is set to run at a speed of 993 MHz on this specific model. 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 1GB 250 Watts
Difference: 107 Watts (75%)

Memory Bandwidth

As far as performance goes, the Radeon HD 4850 X2 1GB should theoretically be a lot superior to the GeForce 8800 GTS (G80) 640MB in general. (explain)

Radeon HD 4850 X2 1GB 127104 MB/sec
GeForce 8800 GTS (G80) 640MB 63360 MB/sec
Difference: 63744 (101%)

Texel Rate

The Radeon HD 4850 X2 1GB is a lot (approximately 103%) faster with regards to AF than the GeForce 8800 GTS (G80) 640MB. (explain)

Radeon HD 4850 X2 1GB 50000 Mtexels/sec
GeForce 8800 GTS (G80) 640MB 24624 Mtexels/sec
Difference: 25376 (103%)

Pixel Rate

If using a high screen resolution is important to you, then the Radeon HD 4850 X2 1GB is a better choice, by a large margin. (explain)

Radeon HD 4850 X2 1GB 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 1GB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce 8800 GTS (G80) 640MB Radeon HD 4850 X2 1GB
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 1024 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: Memory bandwidth is the largest amount of information (in units of megabytes per second) that can be moved over the external memory interface in a second. The number is calculated by multiplying the interface width by its memory speed. In the case of DDR memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The higher this number, the better the video 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 amount of pixels the video card can possibly write to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.

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