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GeForce 9800 GX2 vs Radeon HD 4870 512MB


The GeForce 9800 GX2 comes with a core clock speed of 600 MHz and a GDDR3 memory speed of 1000 MHz. It also makes use of a 256-bit bus, and makes use of a 65 nm design. It is comprised of 128 SPUs, 64 TAUs, and 16 Raster Operation Units.

Compare those specs to the Radeon HD 4870 512MB, which has GPU clock speed of 750 MHz, and 512 MB of GDDR5 RAM running at 900 MHz through a 256-bit bus. It also is made up of 800(160x5) Stream Processors, 40 TAUs, and 16 ROPs.

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Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 4870 512MB 150 Watts
GeForce 9800 GX2 197 Watts
Difference: 47 Watts (31%)

Memory Bandwidth

In theory, the GeForce 9800 GX2 should perform a small bit faster than the Radeon HD 4870 512MB overall. (explain)

GeForce 9800 GX2 128000 MB/sec
Radeon HD 4870 512MB 115200 MB/sec
Difference: 12800 (11%)

Texel Rate

The GeForce 9800 GX2 should be a lot (more or less 156%) faster with regards to texture filtering than the Radeon HD 4870 512MB. (explain)

GeForce 9800 GX2 76800 Mtexels/sec
Radeon HD 4870 512MB 30000 Mtexels/sec
Difference: 46800 (156%)

Pixel Rate

The GeForce 9800 GX2 is quite a bit (more or less 60%) more effective at FSAA than the Radeon HD 4870 512MB, and should be able to handle higher screen resolutions without losing too much performance. (explain)

GeForce 9800 GX2 19200 Mpixels/sec
Radeon HD 4870 512MB 12000 Mpixels/sec
Difference: 7200 (60%)

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

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GeForce 9800 GX2

Radeon HD 4870 512MB

Please note that the price comparisons are based on search keywords - sometimes it might show cards with very similar names that are not exactly the same as the one chosen in the comparison. We do try to filter out the wrong results as best we can, though.


Display Specifications

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Model GeForce 9800 GX2 Radeon HD 4870 512MB
Manufacturer nVidia AMD
Year Mar 2008 Jun 25, 2008
Code Name G92 RV770 XT
Memory 512 MB (x2) 512 MB
Core Speed 600 MHz (x2) 750 MHz
Memory Speed 2000 MHz (x2) 3600 MHz
Power (Max TDP) 197 watts 150 watts
Bandwidth 128000 MB/sec 115200 MB/sec
Texel Rate 76800 Mtexels/sec 30000 Mtexels/sec
Pixel Rate 19200 Mpixels/sec 12000 Mpixels/sec
Unified Shaders 128 (x2) 800(160x5)
Texture Mapping Units 64 (x2) 40
Render Output Units 16 (x2) 16
Bus Type GDDR3 GDDR5
Bus Width 256-bit (x2) 256-bit
Fab Process 65 nm 55 nm
Transistors 754 million 956 million
Bus PCIe x16 2.0 PCIe 2.0 x16
DirectX Version DirectX 10 DirectX 10.1
OpenGL Version OpenGL 3.0 OpenGL 3.0

Memory Bandwidth: Memory bandwidth is the maximum amount of information (counted in megabytes per second) that can be transported past the external memory interface in one second. It's calculated by multiplying the card's interface width by its memory speed. If the card has DDR type RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. 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 number of texture map elements (texels) that can be applied in one second. This figure is worked out by multiplying the total number of texture units by the core clock speed of the chip. The better the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.

Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.


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