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GeForce 9800 GX2 vs Radeon HD 5750 512MB

Intro

The GeForce 9800 GX2 has a clock speed of 600 MHz and a GDDR3 memory speed of 1000 MHz. It also uses a 256-bit memory bus, and makes use of a 65 nm design. It features 128 SPUs, 64 Texture Address Units, and 16 ROPs.

Compare those specifications to the Radeon HD 5750 512MB, which has core speeds of 700 MHz on the GPU, and 1150 MHz on the 512 MB of GDDR5 memory. It features 720(144x5) SPUs as well as 36 TAUs and 16 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 5750 512MB 86 Watts
GeForce 9800 GX2 197 Watts
Difference: 111 Watts (129%)

Memory Bandwidth

Theoretically speaking, the GeForce 9800 GX2 should be 74% faster than the Radeon HD 5750 512MB in general, because of its higher bandwidth. (explain)

GeForce 9800 GX2 128000 MB/sec
Radeon HD 5750 512MB 73600 MB/sec
Difference: 54400 (74%)

Texel Rate

The GeForce 9800 GX2 will be a lot (more or less 205%) better at AF than the Radeon HD 5750 512MB. (explain)

GeForce 9800 GX2 76800 Mtexels/sec
Radeon HD 5750 512MB 25200 Mtexels/sec
Difference: 51600 (205%)

Pixel Rate

If running with lots of anti-aliasing is important to you, then the GeForce 9800 GX2 is a better choice, by far. (explain)

GeForce 9800 GX2 19200 Mpixels/sec
Radeon HD 5750 512MB 11200 Mpixels/sec
Difference: 8000 (71%)

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 GX2

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Radeon HD 5750 512MB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce 9800 GX2 Radeon HD 5750 512MB
Manufacturer nVidia ATi
Year Mar 2008 October 13, 2009
Code Name G92 Juniper LE
Fab Process 65 nm 40 nm
Bus PCIe x16 2.0 PCIe 2.1 x16
Memory 512 MB (x2) 512 MB
Core Speed 600 MHz (x2) 700 MHz
Shader Speed 1500 MHz (x2) (N/A) MHz
Memory Speed 1000 MHz (x2) 1150 MHz
Unified Shaders 128 (x2) 720(144x5)
Texture Mapping Units 64 (x2) 36
Render Output Units 16 (x2) 16
Bus Type GDDR3 GDDR5
Bus Width 256-bit (x2) 128-bit
DirectX Version DirectX 10 DirectX 11
OpenGL Version OpenGL 3.0 OpenGL 3.2
Power (Max TDP) 197 watts 86 watts
Shader Model 4.0 5.0
Bandwidth 128000 MB/sec 73600 MB/sec
Texel Rate 76800 Mtexels/sec 25200 Mtexels/sec
Pixel Rate 19200 Mpixels/sec 11200 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the maximum amount of information (counted in megabytes per second) that can be transferred over the external memory interface in one second. The number is worked out by multiplying the card's interface width by its memory clock speed. In the case of DDR type RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.

Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This number is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The better this number, the better the card will be at 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 could possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - aka 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 - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.

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