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GeForce GTX 580 vs Radeon HD 4850 512MB

Intro

The GeForce GTX 580 features a GPU core speed of 772 MHz, and the 1536 MB of GDDR5 memory runs at 1002 MHz through a 384-bit bus. It also is comprised of 512 SPUs, 64 TAUs, and 48 Raster Operation Units.

Compare those specifications to the Radeon HD 4850 512MB, which uses a 55 nm design. AMD has clocked the core frequency at 625 MHz. The GDDR3 memory is set to run at a frequency of 993 MHz on this particular card. It features 800(160x5) SPUs along with 40 Texture Address Units and 16 Rasterization Operator Units.

Display Graphs

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(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 4850 512MB 110 Watts
GeForce GTX 580 244 Watts
Difference: 134 Watts (122%)

Memory Bandwidth

As far as performance goes, the GeForce GTX 580 should theoretically be a lot superior to the Radeon HD 4850 512MB overall. (explain)

GeForce GTX 580 192384 MB/sec
Radeon HD 4850 512MB 63552 MB/sec
Difference: 128832 (203%)

Texel Rate

The GeForce GTX 580 is much (more or less 98%) faster with regards to texture filtering than the Radeon HD 4850 512MB. (explain)

GeForce GTX 580 49408 Mtexels/sec
Radeon HD 4850 512MB 25000 Mtexels/sec
Difference: 24408 (98%)

Pixel Rate

The GeForce GTX 580 is much (more or less 271%) faster with regards to anti-aliasing than the Radeon HD 4850 512MB, and will be able to handle higher resolutions without losing too much performance. (explain)

GeForce GTX 580 37056 Mpixels/sec
Radeon HD 4850 512MB 10000 Mpixels/sec
Difference: 27056 (271%)

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

Display Prices

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GeForce GTX 580

Amazon.com

Radeon HD 4850 512MB

Amazon.com

Please note that the price comparisons are based on search keywords - sometimes it might show cards with very similar names that are not exactly the same as the one chosen in the comparison. We do try to filter out the wrong results as best we can, though.

Specifications

Display Specifications

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Model GeForce GTX 580 Radeon HD 4850 512MB
Manufacturer nVidia AMD
Year November 2010 Jun 25, 2008
Code Name GF110 RV770 PRO
Fab Process 40 nm 55 nm
Bus PCIe x16 PCIe 2.0 x16
Memory 1536 MB 512 MB
Core Speed 772 MHz 625 MHz
Shader Speed 1544 MHz (N/A) MHz
Memory Speed 4008 MHz 1986 MHz
Unified Shaders 512 800(160x5)
Texture Mapping Units 64 40
Render Output Units 48 16
Bus Type GDDR5 GDDR3
Bus Width 384-bit 256-bit
DirectX Version DirectX 11 DirectX 10.1
OpenGL Version OpenGL 4.1 OpenGL 3.0
Power (Max TDP) 244 watts 110 watts
Shader Model 5.0 4.1
Bandwidth 192384 MB/sec 63552 MB/sec
Texel Rate 49408 Mtexels/sec 25000 Mtexels/sec
Pixel Rate 37056 Mpixels/sec 10000 Mpixels/sec

Memory Bandwidth: Bandwidth is the largest amount of data (in units of MB per second) that can be transported across the external memory interface in a second. It's worked out by multiplying the card's bus width by its memory speed. In the case of DDR RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. 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 amount of texture map elements (texels) that can be processed in one second. This is calculated by multiplying the total number of texture units of the card by the core 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 per second.

Pixel Rate: Pixel rate is the maximum amount of pixels the video card can possibly write to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on quite a few 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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