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GeForce GTX 480 vs Radeon HD 6970

Intro

The GeForce GTX 480 features a GPU core clock speed of 700 MHz, and the 1536 MB of GDDR5 RAM runs at 924 MHz through a 384-bit bus. It also is made up of 480 SPUs, 60 Texture Address Units, and 48 ROPs.

Compare all of that to the Radeon HD 6970, which makes use of a 40 nm design. ATi has clocked the core speed at 880 MHz. The GDDR5 RAM works at a speed of 1375 MHz on this model. It features 1536 SPUs along with 96 Texture Address Units and 32 Rasterization Operator Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Both cards have the same power consumption.

Memory Bandwidth

In theory, the GeForce GTX 480 should be a bit faster than the Radeon HD 6970 in general. (explain)

GeForce GTX 480 177408 MB/sec
Radeon HD 6970 176000 MB/sec
Difference: 1408 (1%)

Texel Rate

The Radeon HD 6970 should be much (approximately 101%) better at anisotropic filtering than the GeForce GTX 480. (explain)

Radeon HD 6970 84480 Mtexels/sec
GeForce GTX 480 42000 Mtexels/sec
Difference: 42480 (101%)

Pixel Rate

The GeForce GTX 480 should be a little bit (more or less 19%) better at AA than the Radeon HD 6970, and will be able to handle higher resolutions more effectively. (explain)

GeForce GTX 480 33600 Mpixels/sec
Radeon HD 6970 28160 Mpixels/sec
Difference: 5440 (19%)

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 480

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Radeon HD 6970

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce GTX 480 Radeon HD 6970
Manufacturer nVidia ATi
Year March 2010 December 2010
Code Name GF100 Cayman XT
Fab Process 40 nm 40 nm
Bus PCIe x16 PCIe x16
Memory 1536 MB 2048 MB
Core Speed 700 MHz 880 MHz
Shader Speed 1401 MHz (N/A) MHz
Memory Speed 924 MHz 1375 MHz
Unified Shaders 480 1536
Texture Mapping Units 60 96
Render Output Units 48 32
Bus Type GDDR5 GDDR5
Bus Width 384-bit 256-bit
DirectX Version DirectX 11 DirectX 11
OpenGL Version OpenGL 4.1 OpenGL 4.1
Power (Max TDP) 250 watts 250 watts
Shader Model 5.0 5.0
Bandwidth 177408 MB/sec 176000 MB/sec
Texel Rate 42000 Mtexels/sec 84480 Mtexels/sec
Pixel Rate 33600 Mpixels/sec 28160 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the largest amount of data (counted in MB per second) that can be transported across the external memory interface within a second. It's calculated by multiplying the bus width by the speed of its memory. If it uses DDR type memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR 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 amount of texture units of the card by the core speed of the chip. The higher the texel rate, the better the video 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 that the graphics chip could possibly record to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.

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