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GeForce GTX 470 vs Radeon HD 6990

Intro

The GeForce GTX 470 uses a 40 nm design. nVidia has clocked the core speed at 607 MHz. The GDDR5 RAM works at a frequency of 837 MHz on this card. It features 448 SPUs along with 56 Texture Address Units and 40 ROPs.

Compare those specifications to the Radeon HD 6990, which comes with clock speeds of 830 MHz on the GPU, and 1250 MHz on the 2048 MB of GDDR5 RAM. It features 1536 SPUs as well as 96 TAUs and 32 Rasterization Operator Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 470 215 Watts
Radeon HD 6990 375 Watts
Difference: 160 Watts (74%)

Memory Bandwidth

In theory, the Radeon HD 6990 is 139% faster than the GeForce GTX 470 overall, because of its greater bandwidth. (explain)

Radeon HD 6990 320000 MB/sec
GeForce GTX 470 133920 MB/sec
Difference: 186080 (139%)

Texel Rate

The Radeon HD 6990 is much (more or less 369%) better at AF than the GeForce GTX 470. (explain)

Radeon HD 6990 159360 Mtexels/sec
GeForce GTX 470 33992 Mtexels/sec
Difference: 125368 (369%)

Pixel Rate

The Radeon HD 6990 is quite a bit (about 119%) faster with regards to anti-aliasing than the GeForce GTX 470, and will be able to handle higher resolutions better. (explain)

Radeon HD 6990 53120 Mpixels/sec
GeForce GTX 470 24280 Mpixels/sec
Difference: 28840 (119%)

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 6990

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce GTX 470 Radeon HD 6990
Manufacturer nVidia ATi
Year March 2010 March 2011
Code Name GF100 Antilles
Fab Process 40 nm 40 nm
Bus PCIe x16 PCIe 2.1 x16
Memory 1280 MB 2048 MB (x2)
Core Speed 607 MHz 830 MHz (x2)
Shader Speed 1215 MHz (N/A) MHz (x2)
Memory Speed 837 MHz 1250 MHz (x2)
Unified Shaders 448 1536 (x2)
Texture Mapping Units 56 96 (x2)
Render Output Units 40 32 (x2)
Bus Type GDDR5 GDDR5
Bus Width 320-bit 256-bit (x2)
DirectX Version DirectX 11 DirectX 11
OpenGL Version OpenGL 4.1 OpenGL 4.1
Power (Max TDP) 215 watts 375 watts
Shader Model 5.0 5.0
Bandwidth 133920 MB/sec 320000 MB/sec
Texel Rate 33992 Mtexels/sec 159360 Mtexels/sec
Pixel Rate 24280 Mpixels/sec 53120 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the max amount of data (measured in megabytes per second) that can be transferred over the external memory interface in one second. The number is worked out by multiplying the interface width by its memory speed. If the card has DDR type memory, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the card's 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 texture map elements (texels) that are processed per second. This number is worked out by multiplying the total number of texture units by the core speed of the chip. The higher this number, 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 that the graphics card could possibly write to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel 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 max fill rate.

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