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GeForce GTS 250 512MB vs Radeon HD 3870 X2 1GB

Intro

The GeForce GTS 250 512MB uses a 65/55 nm design. nVidia has set the core frequency at 738 MHz. The GDDR3 RAM is set to run at a speed of 1100 MHz on this card. It features 128 SPUs along with 64 TAUs and 16 Rasterization Operator Units.

Compare those specs to the Radeon HD 3870 X2 1GB, which has a core clock frequency of 825 MHz and a GDDR4 memory frequency of 1126 MHz. It also features a 256-bit memory bus, and makes use of a 55 nm design. It is comprised of 320(64x5) SPUs, 16 Texture Address Units, and 16 Raster Operation Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Memory Bandwidth

As far as performance goes, the Radeon HD 3870 X2 1GB should theoretically be much better than the GeForce GTS 250 512MB in general. (explain)

Radeon HD 3870 X2 1GB 144128 MB/sec
GeForce GTS 250 512MB 70400 MB/sec
Difference: 73728 (105%)

Texel Rate

The GeForce GTS 250 512MB should be quite a bit (more or less 79%) more effective at AF than the Radeon HD 3870 X2 1GB. (explain)

GeForce GTS 250 512MB 47232 Mtexels/sec
Radeon HD 3870 X2 1GB 26400 Mtexels/sec
Difference: 20832 (79%)

Pixel Rate

If running with a high resolution is important to you, then the Radeon HD 3870 X2 1GB is superior to the GeForce GTS 250 512MB, by far. (explain)

Radeon HD 3870 X2 1GB 26400 Mpixels/sec
GeForce GTS 250 512MB 11808 Mpixels/sec
Difference: 14592 (124%)

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 GTS 250 512MB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Radeon HD 3870 X2 1GB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce GTS 250 512MB Radeon HD 3870 X2 1GB
Manufacturer nVidia ATi
Year March 3, 2009 Jan 28, 2008
Code Name G92a/b R680
Fab Process 65/55 nm 55 nm
Bus PCIe x16 2.0 PCIe 2.0 x16/(internal PCIe 1.1 x16)
Memory 512 MB 1024 MB (x2)
Core Speed 738 MHz 825 MHz (x2)
Shader Speed 1836 MHz (N/A) MHz (x2)
Memory Speed 1100 MHz 1126 MHz (x2)
Unified Shaders 128 320(64x5) (x2)
Texture Mapping Units 64 16 (x2)
Render Output Units 16 16 (x2)
Bus Type GDDR3 GDDR4
Bus Width 256-bit 256-bit (x2)
DirectX Version DirectX 10 DirectX 10.1
OpenGL Version OpenGL 3.1 OpenGL 3.0
Power (Max TDP) 145 watts (N/A) watts
Shader Model 4.0 4.1
Bandwidth 70400 MB/sec 144128 MB/sec
Texel Rate 47232 Mtexels/sec 26400 Mtexels/sec
Pixel Rate 11808 Mpixels/sec 26400 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the maximum amount of data (measured in MB per second) that can be moved across the external memory interface in one second. The number is worked out 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 memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed in one second. This is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The better the texel rate, the better the graphics 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 most pixels that the graphics card could possibly record to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of ROPs by the the card's 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 also depends on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.

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