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GeForce GTX 465 vs Radeon HD 4870 X2

Intro

The GeForce GTX 465 features a GPU core speed of 607 MHz, and the 1024 MB of GDDR5 RAM runs at 802 MHz through a 256-bit bus. It also is made up of 352 Stream Processors, 44 Texture Address Units, and 32 ROPs.

Compare all of that to the Radeon HD 4870 X2, which uses a 55 nm design. ATi has clocked the core frequency at 750 MHz. The GDDR5 memory works at a speed of 900 MHz on this card. It features 800(160x5) SPUs as well as 40 Texture Address Units and 16 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 465 200 Watts
Radeon HD 4870 X2 350 Watts
Difference: 150 Watts (75%)

Memory Bandwidth

In theory, the Radeon HD 4870 X2 should perform a lot faster than the GeForce GTX 465 overall. (explain)

Radeon HD 4870 X2 230400 MB/sec
GeForce GTX 465 102592 MB/sec
Difference: 127808 (125%)

Texel Rate

The Radeon HD 4870 X2 is much (more or less 125%) more effective at anisotropic filtering than the GeForce GTX 465. (explain)

Radeon HD 4870 X2 60000 Mtexels/sec
GeForce GTX 465 26708 Mtexels/sec
Difference: 33292 (125%)

Pixel Rate

If running with high levels of AA is important to you, then the Radeon HD 4870 X2 is the winner, and very much so. (explain)

Radeon HD 4870 X2 24000 Mpixels/sec
GeForce GTX 465 19424 Mpixels/sec
Difference: 4576 (24%)

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.

GeForce GTX 465

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Radeon HD 4870 X2

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce GTX 465 Radeon HD 4870 X2
Manufacturer nVidia ATi
Year May 2010 Aug 12, 2008
Code Name GF100 R700
Fab Process 40 nm 55 nm
Bus PCIe x16 PCIe 2.0 x16 (PCIe bridge)
Memory 1024 MB 1024 MB (x2)
Core Speed 607 MHz 750 MHz (x2)
Shader Speed 1215 MHz (N/A) MHz (x2)
Memory Speed 802 MHz 900 MHz (x2)
Unified Shaders 352 800(160x5) (x2)
Texture Mapping Units 44 40 (x2)
Render Output Units 32 16 (x2)
Bus Type GDDR5 GDDR5
Bus Width 256-bit 256-bit (x2)
DirectX Version DirectX 11 DirectX 10.1
OpenGL Version OpenGL 4.1 OpenGL 3.0
Power (Max TDP) 200 watts 350 watts
Shader Model 5.0 4.1
Bandwidth 102592 MB/sec 230400 MB/sec
Texel Rate 26708 Mtexels/sec 60000 Mtexels/sec
Pixel Rate 19424 Mpixels/sec 24000 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the maximum amount of information (in units of MB per second) that can be transferred over the external memory interface in one second. It's calculated by multiplying the bus width by its memory clock speed. If it uses DDR memory, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better 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 texture map elements (texels) that can be applied in one second. This figure is worked out by multiplying the total number of texture units by the core speed of the chip. The better this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.

Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.

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