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Radeon HD 4850 X2 512MB vs Radeon HD 6770

Intro

The Radeon HD 4850 X2 512MB features core 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 TAUs and 16 Rasterization Operator Units.

Compare all that to the Radeon HD 6770, which makes use of a 40 nm design. ATi has clocked the core frequency at 900 MHz. The GDDR5 memory is set to run at a speed of 1050 MHz on this specific card. It features 800 SPUs along with 40 TAUs and 16 Rasterization Operator Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 6770 108 Watts
Radeon HD 4850 X2 512MB 250 Watts
Difference: 142 Watts (131%)

Memory Bandwidth

In theory, the Radeon HD 4850 X2 512MB should perform much faster than the Radeon HD 6770 overall. (explain)

Radeon HD 4850 X2 512MB 127104 MB/sec
Radeon HD 6770 67200 MB/sec
Difference: 59904 (89%)

Texel Rate

The Radeon HD 4850 X2 512MB should be quite a bit (more or less 39%) better at texture filtering than the Radeon HD 6770. (explain)

Radeon HD 4850 X2 512MB 50000 Mtexels/sec
Radeon HD 6770 36000 Mtexels/sec
Difference: 14000 (39%)

Pixel Rate

If using lots of anti-aliasing is important to you, then the Radeon HD 4850 X2 512MB is superior to the Radeon HD 6770, and very much so. (explain)

Radeon HD 4850 X2 512MB 20000 Mpixels/sec
Radeon HD 6770 14400 Mpixels/sec
Difference: 5600 (39%)

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 4850 X2 512MB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Radeon HD 6770

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model Radeon HD 4850 X2 512MB Radeon HD 6770
Manufacturer ATi ATi
Year Nov 7, 2008 January 2011
Code Name R700 Juniper XT
Fab Process 55 nm 40 nm
Bus PCIe 2.0 x16 (PCIe bridge) PCIe x16
Memory 512 MB (x2) 512 MB
Core Speed 625 MHz (x2) 900 MHz
Shader Speed N/A MHz (x2) (N/A) MHz
Memory Speed 993 MHz (x2) 1050 MHz
Unified Shaders 800(160x5) (x2) 800
Texture Mapping Units 40 (x2) 40
Render Output Units 16 (x2) 16
Bus Type GDDR3 GDDR5
Bus Width 256-bit (x2) 128-bit
DirectX Version DirectX 10.1 DirectX 11
OpenGL Version OpenGL 3.0 OpenGL 4.1
Power (Max TDP) 250 watts 108 watts
Shader Model 4.1 5.0
Bandwidth 127104 MB/sec 67200 MB/sec
Texel Rate 50000 Mtexels/sec 36000 Mtexels/sec
Pixel Rate 20000 Mpixels/sec 14400 Mpixels/sec

Memory Bandwidth: Bandwidth is the maximum amount of information (in units of megabytes per second) that can be transported over the external memory interface within a second. It's calculated by multiplying the interface width by the speed of its memory. If the card has DDR type 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 higher screen resolutions.

Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This number is calculated by multiplying the total texture units of the card by the core speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.

Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly write to the local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.

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