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GeForce GTX 560 Ti vs Radeon HD 4870 X2

Intro

The GeForce GTX 560 Ti comes with a clock frequency of 822 MHz and a GDDR5 memory frequency of 1002 MHz. It also uses a 256-bit bus, and uses a 40 nm design. It is made up of 384 SPUs, 64 Texture Address Units, and 32 ROPs.

Compare those specs to the Radeon HD 4870 X2, which uses a 55 nm design. ATi has clocked the core frequency at 750 MHz. The GDDR5 memory works at a frequency of 900 MHz on this particular model. It features 800(160x5) SPUs along with 40 Texture Address Units and 16 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 560 Ti 170 Watts
Radeon HD 4870 X2 350 Watts
Difference: 180 Watts (106%)

Memory Bandwidth

Theoretically speaking, the Radeon HD 4870 X2 should be 80% faster than the GeForce GTX 560 Ti overall, due to its greater data rate. (explain)

Radeon HD 4870 X2 230400 MB/sec
GeForce GTX 560 Ti 128256 MB/sec
Difference: 102144 (80%)

Texel Rate

The Radeon HD 4870 X2 will be a small bit (approximately 14%) better at AF than the GeForce GTX 560 Ti. (explain)

Radeon HD 4870 X2 60000 Mtexels/sec
GeForce GTX 560 Ti 52608 Mtexels/sec
Difference: 7392 (14%)

Pixel Rate

If using a high resolution is important to you, then the GeForce GTX 560 Ti is the winner, not by a very large margin though. (explain)

GeForce GTX 560 Ti 26304 Mpixels/sec
Radeon HD 4870 X2 24000 Mpixels/sec
Difference: 2304 (10%)

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 560 Ti

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Radeon HD 4870 X2

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce GTX 560 Ti Radeon HD 4870 X2
Manufacturer nVidia ATi
Year January 2011 Aug 12, 2008
Code Name GF114 R700
Fab Process 40 nm 55 nm
Bus PCIe x16 PCIe 2.0 x16 (PCIe bridge)
Memory 1024 MB 1024 MB (x2)
Core Speed 822 MHz 750 MHz (x2)
Shader Speed 1645 MHz (N/A) MHz (x2)
Memory Speed 1002 MHz 900 MHz (x2)
Unified Shaders 384 800(160x5) (x2)
Texture Mapping Units 64 40 (x2)
Render Output Units 32 16 (x2)
Bus Type GDDR5 GDDR5
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) 170 watts 350 watts
Shader Model 5.0 4.1
Bandwidth 128256 MB/sec 230400 MB/sec
Texel Rate 52608 Mtexels/sec 60000 Mtexels/sec
Pixel Rate 26304 Mpixels/sec 24000 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the largest amount of information (in units of megabytes per second) that can be moved across the external memory interface within a second. It is worked out by multiplying the card's interface width by its memory speed. If it uses DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This number is calculated by multiplying the total number of texture units by the core clock speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed 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 one second - measured in millions of pixels per second. The number is calculated by multiplying the amount of colour 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 rate is also dependant on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.

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