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GeForce GTX 465 vs Radeon HD 4790

Intro

The GeForce GTX 465 comes with a GPU core clock speed of 607 MHz, and the 1024 MB of GDDR5 memory is set to run at 802 MHz through a 256-bit bus. It also features 352 Stream Processors, 44 TAUs, and 32 ROPs.

Compare all that to the Radeon HD 4790, which makes use of a 55 nm design. ATi has clocked the core speed at 600 MHz. The GDDR5 memory is set to run at a speed of 800 MHz on this card. It features 640(128x5) SPUs as well as 32 Texture Address Units and 16 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Memory Bandwidth

Theoretically speaking, the GeForce GTX 465 should be 0% quicker than the Radeon HD 4790 in general, due to its greater data rate. (explain)

GeForce GTX 465 102592 MB/sec
Radeon HD 4790 102400 MB/sec
Difference: 192 (0%)

Texel Rate

The GeForce GTX 465 should be much (more or less 39%) faster with regards to anisotropic filtering than the Radeon HD 4790. (explain)

GeForce GTX 465 26708 Mtexels/sec
Radeon HD 4790 19200 Mtexels/sec
Difference: 7508 (39%)

Pixel Rate

If using a high screen resolution is important to you, then the GeForce GTX 465 is a better choice, by far. (explain)

GeForce GTX 465 19424 Mpixels/sec
Radeon HD 4790 9600 Mpixels/sec
Difference: 9824 (102%)

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

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 4790

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce GTX 465 Radeon HD 4790
Manufacturer nVidia ATi
Year May 2010 2009
Code Name GF100 RV790
Fab Process 40 nm 55 nm
Bus PCIe x16 PCIe 2.0 x16
Memory 1024 MB 512 MB
Core Speed 607 MHz 600 MHz
Shader Speed 1215 MHz (N/A) MHz
Memory Speed 802 MHz 800 MHz
Unified Shaders 352 640(128x5)
Texture Mapping Units 44 32
Render Output Units 32 16
Bus Type GDDR5 GDDR5
Bus Width 256-bit 256-bit
DirectX Version DirectX 11 DirectX 10.1
OpenGL Version OpenGL 4.1 OpenGL 3.0
Power (Max TDP) 200 watts (N/A) watts
Shader Model 5.0 4.1
Bandwidth 102592 MB/sec 102400 MB/sec
Texel Rate 26708 Mtexels/sec 19200 Mtexels/sec
Pixel Rate 19424 Mpixels/sec 9600 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the maximum amount of data (measured in MB per second) that can be transported past the external memory interface in one second. The number is calculated by multiplying the card's interface width by its memory speed. If the card has DDR memory, it should be multiplied by 2 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 number of texture map elements (texels) that can be processed per second. This figure is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The better the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.

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

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