Join Us On Facebook

Compare any two graphics cards:
VS

GeForce GT 430 1GB vs Radeon HD 4850 512MB

Intro

The GeForce GT 430 1GB has a GPU clock speed of 700 MHz, and the 1024 MB of GDDR3 memory is set to run at 900 MHz through a 128-bit bus. It also is comprised of 96 SPUs, 16 TAUs, and 4 ROPs.

Compare those specs to the Radeon HD 4850 512MB, which makes use of a 55 nm design. AMD has clocked the core speed at 625 MHz. The GDDR3 RAM works at a speed of 993 MHz on this particular card. It features 800(160x5) SPUs as well as 40 TAUs and 16 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GT 430 1GB 60 Watts
Radeon HD 4850 512MB 110 Watts
Difference: 50 Watts (83%)

Memory Bandwidth

In theory, the Radeon HD 4850 512MB should be a lot faster than the GeForce GT 430 1GB overall. (explain)

Radeon HD 4850 512MB 63552 MB/sec
GeForce GT 430 1GB 28800 MB/sec
Difference: 34752 (121%)

Texel Rate

The Radeon HD 4850 512MB should be quite a bit (more or less 123%) more effective at anisotropic filtering than the GeForce GT 430 1GB. (explain)

Radeon HD 4850 512MB 25000 Mtexels/sec
GeForce GT 430 1GB 11200 Mtexels/sec
Difference: 13800 (123%)

Pixel Rate

The Radeon HD 4850 512MB will be a lot (approximately 257%) faster with regards to AA than the GeForce GT 430 1GB, and also will be able to handle higher screen resolutions more effectively. (explain)

Radeon HD 4850 512MB 10000 Mpixels/sec
GeForce GT 430 1GB 2800 Mpixels/sec
Difference: 7200 (257%)

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

GeForce GT 430 1GB

Amazon.com

Radeon HD 4850 512MB

Amazon.com

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.

Specifications

Model GeForce GT 430 1GB Radeon HD 4850 512MB
Manufacturer nVidia AMD
Year October 2010 Jun 25, 2008
Code Name GF108 RV770 PRO
Fab Process 40 nm 55 nm
Bus PCIe x16 PCIe 2.0 x16
Memory 1024 MB 512 MB
Core Speed 700 MHz 625 MHz
Shader Speed 1400 MHz (N/A) MHz
Memory Speed 900 MHz (1800 MHz effective) 993 MHz (1986 MHz effective)
Unified Shaders 96 800(160x5)
Texture Mapping Units 16 40
Render Output Units 4 16
Bus Type GDDR3 GDDR3
Bus Width 128-bit 256-bit
DirectX Version DirectX 11 DirectX 10.1
OpenGL Version OpenGL 4.1 OpenGL 3.0
Power (Max TDP) 60 watts 110 watts
Shader Model 5.0 4.1
Bandwidth 28800 MB/sec 63552 MB/sec
Texel Rate 11200 Mtexels/sec 25000 Mtexels/sec
Pixel Rate 2800 Mpixels/sec 10000 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the largest amount of information (counted in MB per second) that can be moved across the external memory interface in a second. It is worked out by multiplying the card's bus width by the speed of its memory. In the case of DDR 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 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 worked out by multiplying the total number of texture units of the card by the core clock 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 in a second.

Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of colour 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 fill rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.

Comments

Be the first to leave a comment!

Your email address will not be published.


You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>

WP-SpamFree by Pole Position Marketing