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Radeon HD 3870 X2 1GB vs Radeon HD 4850 512MB

Intro

The Radeon HD 3870 X2 1GB features clock speeds of 825 MHz on the GPU, and 1126 MHz on the 1024 MB of GDDR4 memory. It features 320(64x5) SPUs as well as 16 Texture Address Units and 16 Rasterization Operator Units.

Compare all of that to the Radeon HD 4850 512MB, which has core clock speeds of 625 MHz on the GPU, and 993 MHz on the 512 MB of GDDR3 memory. 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

Memory Bandwidth

Performance-wise, the Radeon HD 3870 X2 1GB should in theory be much better than the Radeon HD 4850 512MB in general. (explain)

Radeon HD 3870 X2 1GB 144128 MB/sec
Radeon HD 4850 512MB 63552 MB/sec
Difference: 80576 (127%)

Texel Rate

The Radeon HD 3870 X2 1GB will be a bit (more or less 6%) more effective at texture filtering than the Radeon HD 4850 512MB. (explain)

Radeon HD 3870 X2 1GB 26400 Mtexels/sec
Radeon HD 4850 512MB 25000 Mtexels/sec
Difference: 1400 (6%)

Pixel Rate

The Radeon HD 3870 X2 1GB will be a lot (approximately 164%) better at anti-aliasing than the Radeon HD 4850 512MB, and also will be capable of handling higher screen resolutions more effectively. (explain)

Radeon HD 3870 X2 1GB 26400 Mpixels/sec
Radeon HD 4850 512MB 10000 Mpixels/sec
Difference: 16400 (164%)

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.

Radeon HD 3870 X2 1GB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Radeon HD 4850 512MB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model Radeon HD 3870 X2 1GB Radeon HD 4850 512MB
Manufacturer ATi ATi
Year Jan 28, 2008 Jun 25, 2008
Code Name R680 RV770 PRO
Fab Process 55 nm 55 nm
Bus PCIe 2.0 x16/(internal PCIe 1.1 x16) PCIe 2.0 x16
Memory 1024 MB (x2) 512 MB
Core Speed 825 MHz (x2) 625 MHz
Shader Speed N/A MHz (x2) (N/A) MHz
Memory Speed 1126 MHz (x2) 993 MHz
Unified Shaders 320(64x5) (x2) 800(160x5)
Texture Mapping Units 16 (x2) 40
Render Output Units 16 (x2) 16
Bus Type GDDR4 GDDR3
Bus Width 256-bit (x2) 256-bit
DirectX Version DirectX 10.1 DirectX 10.1
OpenGL Version OpenGL 3.0 OpenGL 3.0
Power (Max TDP) N/A watts 110 watts
Shader Model 4.1 4.1
Bandwidth 144128 MB/sec 63552 MB/sec
Texel Rate 26400 Mtexels/sec 25000 Mtexels/sec
Pixel Rate 26400 Mpixels/sec 10000 Mpixels/sec

Memory Bandwidth: Bandwidth is the maximum amount of data (measured in MB per second) that can be transported over the external memory interface in a second. The number is calculated by multiplying the interface width by its memory clock speed. If the card has DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, 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 number of texture map elements (texels) that can be processed in one second. This is calculated by multiplying the total number of texture units by the core clock speed of the chip. The better 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 the video card could possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate 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 drawing the pixels (image) on the screen. The actual pixel rate also depends on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.

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