Compare any two graphics cards:
GeForce GTX 465 vs Radeon HD 4850 X2 512MB
IntroThe 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 BenchmarksPower Consumption (Max TDP)
Memory BandwidthPerformance-wise, the Radeon HD 4850 X2 512MB should theoretically be quite a bit better than the GeForce GTX 465 in general. (explain)
Texel RateThe Radeon HD 4850 X2 512MB is much (approximately 87%) faster with regards to texture filtering than the GeForce GTX 465. (explain)
Pixel RateThe 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)
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 ComparisonPlease 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.
Specifications
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.
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