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GeForce GTX 470 vs Radeon HD 4850 X2 512MB

Intro

The GeForce GTX 470 comes with a clock speed of 607 MHz and a GDDR5 memory speed of 837 MHz. It also features a 320-bit memory bus, and uses a 40 nm design. It is comprised of 448 SPUs, 56 Texture Address Units, and 40 ROPs.

Compare that to the Radeon HD 4850 X2 512MB, which comes with a clock speed of 625 MHz and a GDDR3 memory speed of 993 MHz. It also features a 256-bit bus, and makes use of a 55 nm design. It is made up of 800(160x5) SPUs, 40 TAUs, and 16 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 470 215 Watts
Radeon HD 4850 X2 512MB 250 Watts
Difference: 35 Watts (16%)

Memory Bandwidth

The GeForce GTX 470 should in theory perform a little bit faster than the Radeon HD 4850 X2 512MB overall. (explain)

GeForce GTX 470 133920 MB/sec
Radeon HD 4850 X2 512MB 127104 MB/sec
Difference: 6816 (5%)

Texel Rate

The Radeon HD 4850 X2 512MB is much (more or less 47%) better at texture filtering than the GeForce GTX 470. (explain)

Radeon HD 4850 X2 512MB 50000 Mtexels/sec
GeForce GTX 470 33992 Mtexels/sec
Difference: 16008 (47%)

Pixel Rate

The GeForce GTX 470 should be a lot (about 21%) better at FSAA than the Radeon HD 4850 X2 512MB, and capable of handling higher resolutions without losing too much performance. (explain)

GeForce GTX 470 24280 Mpixels/sec
Radeon HD 4850 X2 512MB 20000 Mpixels/sec
Difference: 4280 (21%)

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 470

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 470 Radeon HD 4850 X2 512MB
Manufacturer nVidia ATi
Year March 2010 Nov 7, 2008
Code Name GF100 R700
Fab Process 40 nm 55 nm
Bus PCIe x16 PCIe 2.0 x16 (PCIe bridge)
Memory 1280 MB 512 MB (x2)
Core Speed 607 MHz 625 MHz (x2)
Shader Speed 1215 MHz (N/A) MHz (x2)
Memory Speed 837 MHz 993 MHz (x2)
Unified Shaders 448 800(160x5) (x2)
Texture Mapping Units 56 40 (x2)
Render Output Units 40 16 (x2)
Bus Type GDDR5 GDDR3
Bus Width 320-bit 256-bit (x2)
DirectX Version DirectX 11 DirectX 10.1
OpenGL Version OpenGL 4.1 OpenGL 3.0
Power (Max TDP) 215 watts 250 watts
Shader Model 5.0 4.1
Bandwidth 133920 MB/sec 127104 MB/sec
Texel Rate 33992 Mtexels/sec 50000 Mtexels/sec
Pixel Rate 24280 Mpixels/sec 20000 Mpixels/sec

Memory Bandwidth: Bandwidth is the largest amount of data (in units of MB per second) that can be transferred over the external memory interface in one second. It is worked out by multiplying the card's interface width by its memory speed. If it uses DDR type RAM, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.

Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per second. This figure is calculated 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 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 the video card can possibly write to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.

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