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GeForce GTX 465 vs Radeon HD 4850 X2 1GB

Intro

The GeForce GTX 465 comes with core clock speeds of 607 MHz on the GPU, and 802 MHz on the 1024 MB of GDDR5 memory. It features 352 SPUs along with 44 Texture Address Units and 32 Rasterization Operator Units.

Compare those specifications to the Radeon HD 4850 X2 1GB, which features GPU core speed of 625 MHz, and 1024 MB of GDDR3 RAM set to run at 993 MHz through a 256-bit bus. It also is made up of 800(160x5) SPUs, 40 TAUs, 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 1GB 250 Watts
Difference: 50 Watts (25%)

Memory Bandwidth

In theory, the Radeon HD 4850 X2 1GB will be 24% faster than the GeForce GTX 465 overall, due to its greater data rate. (explain)

Radeon HD 4850 X2 1GB 127104 MB/sec
GeForce GTX 465 102592 MB/sec
Difference: 24512 (24%)

Texel Rate

The Radeon HD 4850 X2 1GB is quite a bit (more or less 87%) faster with regards to anisotropic filtering than the GeForce GTX 465. (explain)

Radeon HD 4850 X2 1GB 50000 Mtexels/sec
GeForce GTX 465 26708 Mtexels/sec
Difference: 23292 (87%)

Pixel Rate

The Radeon HD 4850 X2 1GB is a bit (about 3%) better at FSAA than the GeForce GTX 465, and also able to handle higher screen resolutions more effectively. (explain)

Radeon HD 4850 X2 1GB 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 1GB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce GTX 465 Radeon HD 4850 X2 1GB
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 1024 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 largest amount of information (counted in MB per second) that can be moved over the external memory interface in a second. It's worked out by multiplying the card's bus width by the speed of its memory. If it uses 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 higher screen resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The higher this number, the better the 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 most pixels the graphics card could possibly write to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.

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