Join Us On Facebook

Compare any two graphics cards:
VS

GeForce GTX 465 vs Radeon HD 4850 X2 512MB

Intro

The GeForce GTX 465 uses a 40 nm design. nVidia has set the core frequency at 607 MHz. The GDDR5 memory works at a speed of 802 MHz on this model. It features 352 SPUs along with 44 Texture Address Units and 32 ROPs.

Compare those specifications to the Radeon HD 4850 X2 512MB, which has GPU core speed of 625 MHz, and 512 MB of GDDR3 memory running at 993 MHz through a 256-bit bus. It also is made up of 800(160x5) Stream Processors, 40 Texture Address Units, and 16 Raster Operation Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 465 200 Watts
Radeon HD 4850 X2 512MB 250 Watts
Difference: 50 Watts (25%)

Memory Bandwidth

Performance-wise, the Radeon HD 4850 X2 512MB should theoretically be quite a bit better than the GeForce GTX 465 in general. (explain)

Radeon HD 4850 X2 512MB 127104 MB/sec
GeForce GTX 465 102592 MB/sec
Difference: 24512 (24%)

Texel Rate

The Radeon HD 4850 X2 512MB is much (approximately 87%) faster with regards to texture filtering than the GeForce GTX 465. (explain)

Radeon HD 4850 X2 512MB 50000 Mtexels/sec
GeForce GTX 465 26708 Mtexels/sec
Difference: 23292 (87%)

Pixel Rate

The Radeon HD 4850 X2 512MB will be a small bit (about 3%) better at AA than the GeForce GTX 465, and able to handle higher resolutions more effectively. (explain)

Radeon HD 4850 X2 512MB 20000 Mpixels/sec
GeForce GTX 465 19424 Mpixels/sec
Difference: 576 (3%)

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 4850 X2 512MB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce GTX 465 Radeon HD 4850 X2 512MB
Manufacturer nVidia ATi
Year May 2010 Nov 7, 2008
Code Name GF100 R700
Fab Process 40 nm 55 nm
Bus PCIe x16 PCIe 2.0 x16 (PCIe bridge)
Memory 1024 MB 512 MB (x2)
Core Speed 607 MHz 625 MHz (x2)
Shader Speed 1215 MHz (N/A) MHz (x2)
Memory Speed 802 MHz 993 MHz (x2)
Unified Shaders 352 800(160x5) (x2)
Texture Mapping Units 44 40 (x2)
Render Output Units 32 16 (x2)
Bus Type GDDR5 GDDR3
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 250 watts
Shader Model 5.0 4.1
Bandwidth 102592 MB/sec 127104 MB/sec
Texel Rate 26708 Mtexels/sec 50000 Mtexels/sec
Pixel Rate 19424 Mpixels/sec 20000 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the maximum amount of information (measured in megabytes per second) that can be moved past the external memory interface in a second. It is calculated by multiplying the interface width by the speed of its memory. In the case of DDR memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. 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 high resolutions.

Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per second. This number is worked out 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 in one second.

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

Facebook Activity

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>

Spam Protection by WP-SpamFree