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Radeon HD 3650 vs Radeon HD 3650 512MB

Intro

The Radeon HD 3650 has a core clock frequency of 725 MHz and a GDDR4 memory speed of 800 MHz. It also features a 128-bit bus, and makes use of a 55 nm design. It is made up of 120(24x5) SPUs, 8 Texture Address Units, and 4 ROPs.

Compare those specs to the Radeon HD 3650 512MB, which has GPU core speed of 725 MHz, and 512 MB of GDDR3 memory set to run at 800 MHz through a 128-bit bus. It also features 120(24x5) Stream Processors, 8 TAUs, and 4 Raster Operation Units.

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Power Usage and Theoretical Benchmarks

Both cards have the same power consumption.

Memory Bandwidth

Both cards have exactly the same bandwidth, so theoretically they should have the same performance. (explain)

Texel Rate

Both cards have the exact same texel fill rate, so in theory they should be equally good at at anisotropic filtering. (explain)

Pixel Rate

Both cards have the exact same pixel rate, so theoretically they should perform equally good at at anti-aliasing, and be capable of handling the same resolutions. (explain)

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

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Radeon HD 3650

Amazon.com

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Radeon HD 3650 512MB

Amazon.com

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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

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Model Radeon HD 3650 Radeon HD 3650 512MB
Manufacturer AMD AMD
Year 2008 2008
Code Name RV635 PRO RV635 PRO
Memory 1024 MB 512 MB
Core Speed 725 MHz 725 MHz
Memory Speed 1600 MHz 1600 MHz
Power (Max TDP) 78 watts 78 watts
Bandwidth 25600 MB/sec 25600 MB/sec
Texel Rate 5800 Mtexels/sec 5800 Mtexels/sec
Pixel Rate 2900 Mpixels/sec 2900 Mpixels/sec
Unified Shaders 120(24x5) 120(24x5)
Texture Mapping Units 8 8
Render Output Units 4 4
Bus Type GDDR4 GDDR3
Bus Width 128-bit 128-bit
Fab Process 55 nm 55 nm
Transistors (Unknown) million (Unknown) million
Bus PCIe 2.0 x16/AGP 8x PCIe 2.0 x16/AGP 8x
DirectX Version DirectX 10.1 DirectX 10.1
OpenGL Version OpenGL 3.0 OpenGL 3.0

Memory Bandwidth: Bandwidth is the maximum amount of information (measured in MB per second) that can be transferred over the external memory interface within a second. The number is worked out by multiplying the bus width by its memory clock speed. If the card has DDR RAM, 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 AA, HDR and high resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied per second. This is worked out by multiplying the total texture units of the card by the core speed of the chip. The better the texel rate, 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 amount of pixels that the graphics chip can possibly record to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.

Display Prices

Hide Prices

Radeon HD 3650

Amazon.com

Check prices at:

Radeon HD 3650 512MB

Amazon.com

Check prices at:

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.

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