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GeForce GTX 580 3GB vs Radeon HD 4870 X2

Intro

The GeForce GTX 580 3GB has core clock speeds of 772 MHz on the GPU, and 1002 MHz on the 3072 MB of GDDR5 memory. It features 512 SPUs along with 64 TAUs and 48 ROPs.

Compare all of that to the Radeon HD 4870 X2, which uses a 55 nm design. ATi has clocked the core frequency at 750 MHz. The GDDR5 memory runs at a frequency of 900 MHz on this specific model. It features 800(160x5) SPUs along with 40 TAUs and 16 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 580 3GB 244 Watts
Radeon HD 4870 X2 350 Watts
Difference: 106 Watts (43%)

Memory Bandwidth

Theoretically speaking, the Radeon HD 4870 X2 should be 20% quicker than the GeForce GTX 580 3GB in general, due to its greater data rate. (explain)

Radeon HD 4870 X2 230400 MB/sec
GeForce GTX 580 3GB 192384 MB/sec
Difference: 38016 (20%)

Texel Rate

The Radeon HD 4870 X2 will be a lot (more or less 21%) faster with regards to texture filtering than the GeForce GTX 580 3GB. (explain)

Radeon HD 4870 X2 60000 Mtexels/sec
GeForce GTX 580 3GB 49408 Mtexels/sec
Difference: 10592 (21%)

Pixel Rate

If running with a high resolution is important to you, then the GeForce GTX 580 3GB is the winner, by far. (explain)

GeForce GTX 580 3GB 37056 Mpixels/sec
Radeon HD 4870 X2 24000 Mpixels/sec
Difference: 13056 (54%)

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 580 3GB

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 580 3GB Radeon HD 4870 X2
Manufacturer nVidia ATi
Year November 2010 Aug 12, 2008
Code Name GF110 R700
Fab Process 40 nm 55 nm
Bus PCIe x16 PCIe 2.0 x16 (PCIe bridge)
Memory 3072 MB 1024 MB (x2)
Core Speed 772 MHz 750 MHz (x2)
Shader Speed 1544 MHz (N/A) MHz (x2)
Memory Speed 1002 MHz 900 MHz (x2)
Unified Shaders 512 800(160x5) (x2)
Texture Mapping Units 64 40 (x2)
Render Output Units 48 16 (x2)
Bus Type GDDR5 GDDR5
Bus Width 384-bit 256-bit (x2)
DirectX Version DirectX 11 DirectX 10.1
OpenGL Version OpenGL 4.1 OpenGL 3.0
Power (Max TDP) 244 watts 350 watts
Shader Model 5.0 4.1
Bandwidth 192384 MB/sec 230400 MB/sec
Texel Rate 49408 Mtexels/sec 60000 Mtexels/sec
Pixel Rate 37056 Mpixels/sec 24000 Mpixels/sec

Memory Bandwidth: Bandwidth is the max amount of information (measured in megabytes per second) that can be transferred over the external memory interface in a second. The number is calculated by multiplying the card's bus width by its memory clock speed. If the card has DDR type memory, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.

Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This number is calculated by multiplying the total number of texture units by the core clock speed of the chip. The better the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.

Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly record to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.

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