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GeForce GT 430 1GB vs Radeon HD 4850 512MB

Intro

The GeForce GT 430 1GB comes with clock speeds of 700 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR3 RAM. It features 96 SPUs as well as 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 model. It features 800(160x5) SPUs along with 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

The Radeon HD 4850 512MB, in theory, should be quite a bit 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 is quite a bit (approximately 123%) faster with regards to 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

If running with lots of anti-aliasing is important to you, then the Radeon HD 4850 512MB is a better choice, by a large margin. (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 (measured in MB per second) that can be transported across the external memory interface in a second. It's calculated by multiplying the interface width by its memory clock speed. If it uses DDR RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed in one second. This figure is calculated by multiplying the total amount of texture units of the card by the core clock 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 per second.

Pixel Rate: Pixel rate is the most pixels the graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.

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