Compare any two graphics cards:
VS

GeForce GTX 1650 vs Radeon HD 4830 512MB

Intro

The GeForce GTX 1650 makes use of a 12 nm design. nVidia has set the core speed at 1485 MHz. The GDDR5 memory works at a speed of 2001 MHz on this particular model. It features 896 SPUs as well as 56 TAUs and 32 ROPs.

Compare that to the Radeon HD 4830 512MB, which has a clock speed of 575 MHz and a GDDR3 memory speed of 900 MHz. It also uses a 256-bit bus, and uses a 55 nm design. It features 640(128x5) SPUs, 32 Texture Address Units, and 16 ROPs.

Display Graphs

Hide Graphs

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 1650 75 Watts
Radeon HD 4830 512MB 95 Watts
Difference: 20 Watts (27%)

Memory Bandwidth

As far as performance goes, the GeForce GTX 1650 should in theory be quite a bit superior to the Radeon HD 4830 512MB overall. (explain)

GeForce GTX 1650 131072 MB/sec
Radeon HD 4830 512MB 57600 MB/sec
Difference: 73472 (128%)

Texel Rate

The GeForce GTX 1650 will be quite a bit (approximately 352%) better at texture filtering than the Radeon HD 4830 512MB. (explain)

GeForce GTX 1650 83160 Mtexels/sec
Radeon HD 4830 512MB 18400 Mtexels/sec
Difference: 64760 (352%)

Pixel Rate

The GeForce GTX 1650 will be quite a bit (more or less 417%) more effective at anti-aliasing than the Radeon HD 4830 512MB, and also should be capable of handling higher screen resolutions without slowing down too much. (explain)

GeForce GTX 1650 47520 Mpixels/sec
Radeon HD 4830 512MB 9200 Mpixels/sec
Difference: 38320 (417%)

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

Hide Prices

GeForce GTX 1650

Amazon.com

Check prices at:

Radeon HD 4830 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.

Specifications

Display Specifications

Hide Specifications

Model GeForce GTX 1650 Radeon HD 4830 512MB
Manufacturer nVidia AMD
Year April 2019 Oct 21, 2008
Code Name TU117-300-A1 RV770 LE
Memory 4096 MB 512 MB
Core Speed 1485 MHz 575 MHz
Memory Speed 8004 MHz 1800 MHz
Power (Max TDP) 75 watts 95 watts
Bandwidth 131072 MB/sec 57600 MB/sec
Texel Rate 83160 Mtexels/sec 18400 Mtexels/sec
Pixel Rate 47520 Mpixels/sec 9200 Mpixels/sec
Unified Shaders 896 640(128x5)
Texture Mapping Units 56 32
Render Output Units 32 16
Bus Type GDDR5 GDDR3
Bus Width 128-bit 256-bit
Fab Process 12 nm 55 nm
Transistors 4700 million 956 million
Bus PCIe 3.0 x16 PCIe 2.0 x16
DirectX Version DirectX 12.0 DirectX 10.1
OpenGL Version OpenGL 4.6 OpenGL 3.0

Memory Bandwidth: Memory bandwidth is the maximum amount of information (counted in MB per second) that can be transported past the external memory interface in one second. It's worked out by multiplying the card's bus width by its memory clock speed. In the case of DDR memory, the result should be multiplied by 2 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 AA, High Dynamic Range and high resolutions.

Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied in one second. This number is calculated by multiplying the total number of texture units of the card by the core speed of the chip. The higher the texel rate, the better the 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 most pixels the graphics card could possibly record to its local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.

Display Prices

Hide Prices

GeForce GTX 1650

Amazon.com

Check prices at:

Radeon HD 4830 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.

Comments

Be the first to leave a comment!

Your email address will not be published. Required fields are marked *


*

WordPress Anti Spam by WP-SpamShield