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GeForce 8800 Ultra vs Radeon HD 5830

Intro

The GeForce 8800 Ultra comes with a clock frequency of 612 MHz and a GDDR3 memory speed of 1080 MHz. It also makes use of a 384-bit bus, and makes use of a 90 nm design. It features 128 SPUs, 64 TAUs, and 24 Raster Operation Units.

Compare those specs to the Radeon HD 5830, which makes use of a 40 nm design. ATi has clocked the core speed at 800 MHz. The GDDR5 RAM is set to run at a frequency of 1000 MHz on this particular model. It features 1120(224x5) SPUs as well as 56 Texture Address Units and 16 Rasterization Operator Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce 8800 Ultra 171 Watts
Radeon HD 5830 175 Watts
Difference: 4 Watts (2%)

Memory Bandwidth

Theoretically speaking, the Radeon HD 5830 should be a lot faster than the GeForce 8800 Ultra in general. (explain)

Radeon HD 5830 128000 MB/sec
GeForce 8800 Ultra 103680 MB/sec
Difference: 24320 (23%)

Texel Rate

The Radeon HD 5830 will be a small bit (more or less 14%) faster with regards to texture filtering than the GeForce 8800 Ultra. (explain)

Radeon HD 5830 44800 Mtexels/sec
GeForce 8800 Ultra 39168 Mtexels/sec
Difference: 5632 (14%)

Pixel Rate

If running with high levels of AA is important to you, then the GeForce 8800 Ultra is the winner, but only just. (explain)

GeForce 8800 Ultra 14688 Mpixels/sec
Radeon HD 5830 12800 Mpixels/sec
Difference: 1888 (15%)

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 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 8800 Ultra

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Radeon HD 5830

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce 8800 Ultra Radeon HD 5830
Manufacturer nVidia ATi
Year May 2007 February 25, 2010
Code Name G80 Cypress LE
Fab Process 90 nm 40 nm
Bus PCIe x16 PCIe 2.1 x16
Memory 768 MB 1024 MB
Core Speed 612 MHz 800 MHz
Shader Speed 1500 MHz (N/A) MHz
Memory Speed 1080 MHz 1000 MHz
Unified Shaders 128 1120(224x5)
Texture Mapping Units 64 56
Render Output Units 24 16
Bus Type GDDR3 GDDR5
Bus Width 384-bit 256-bit
DirectX Version DirectX 10 DirectX 11
OpenGL Version OpenGL 3.0 OpenGL 3.2
Power (Max TDP) 171 watts 175 watts
Shader Model 4.0 5.0
Bandwidth 103680 MB/sec 128000 MB/sec
Texel Rate 39168 Mtexels/sec 44800 Mtexels/sec
Pixel Rate 14688 Mpixels/sec 12800 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the maximum amount of information (counted in megabytes per second) that can be transported across the external memory interface within a second. It's calculated by multiplying the card's bus width by its memory clock speed. If the card has DDR RAM, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, 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 in one second. This number is worked out by multiplying the total texture units by the core 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 applied in one second.

Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly write 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 card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.

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