Compare any two graphics cards:
Radeon HD 4830 1GB vs Radeon HD 6770
IntroThe Radeon HD 4830 1GB has a clock speed of 575 MHz and a GDDR4 memory speed of 900 MHz. It also makes use of a 256-bit bus, and makes use of a 55 nm design. It is comprised of 640(128x5) SPUs, 32 Texture Address Units, and 16 ROPs.Compare those specs to the Radeon HD 6770, which features GPU clock speed of 900 MHz, and 512 MB of GDDR5 memory set to run at 1050 MHz through a 128-bit bus. It also features 800 Stream Processors, 40 TAUs, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthThe Radeon HD 6770, in theory, should be a bit faster than the Radeon HD 4830 1GB overall. (explain)
Texel RateThe Radeon HD 6770 will be much (about 96%) more effective at anisotropic filtering than the Radeon HD 4830 1GB. (explain)
Pixel RateThe Radeon HD 6770 will be a lot (about 57%) better at full screen anti-aliasing than the Radeon HD 4830 1GB, and also capable of handling higher screen resolutions while still performing well. (explain)
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. Price ComparisonPlease 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.
Specifications
Memory Bandwidth: Bandwidth is the maximum amount of information (measured in MB per second) that can be transported over the external memory interface in one second. It is worked out by multiplying the interface width by its memory speed. If it uses DDR memory, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions. Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This number is worked out by multiplying the total number of texture units by the core speed of the chip. The higher this number, 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 maximum number of pixels the video card can possibly write to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.
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