| neeyik.info | ||||||||
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| The charts are categorised by the highest DirectX support the model offers - please use the links below to find the appropriate model. For information about what the specification terms mean, please click here. | ||||||||
| DX6 or earlier | DX7 (TnL) | DX8 (SM1.1) | DX9 (SM2.0) | DX9 (SM3.0) | DX10 (SM4.0) | DX11 (SM5.0) | ||
| Radeon HD 4350 |
Radeon HD 4450 |
Radeon HD 4650 |
Radeon HD 4670 |
Radeon HD 4750 | Radeon HD 4770 | Radeon HD 4830 |
Radeon HD 4850 |
|
| ore | ||||||||
| Codename | RV710 | RV710 | RV730 | RV730 | RV740 | RV740 | RV770 | RV770 |
| Process scale (nm) | 55 | 55 | 55 |
55 | 40 | 40 | 55 | 55 |
| Transistor count (millions) | 242 | 242 | 514 | 514 | 826 | 826 | 956 | 956 |
| Core clock speed (MHz) | 575 | 600 | 600 | 750 | ? | 750 | 575 | 625 |
| Component execution units 1 | 80 | 80 | 320 | 320 | 640 | 640 | 640 | 800 |
| Vertex shader version (best) | 4.1 | 4.1 | 4.1 | 4.1 | 4.1 | 4.1 | 4.1 | 4.1 |
| Total effective no. of texture units | 8 4 | 8 4 | 32 4 | 32 4 | 32 4 | 32 4 | 32 4 | 40 4 |
| Max pixels output per clock (colour/depth) | 4 / 16 | 4 / 16 | 8 / 32 | 8 / 32 | 16 / 64 | 16 / 64 | 16 / 64 | 16 / 64 |
| Pixel shader version (bset) | 4.1 | 4.1 | 4.1 | 4.1 | 4.1 | 4.1 | 4.1 | 4.1 |
| Overall DirectX level | 10.1 | 10.1 | 10.1 | 10.1 | 10.1 | 10.1 | 10.1 | 10.1 |
| Memory | ||||||||
| Interface width (bits) | 64 | 64 | 128 | 128 | 128 | 128 | 256 | 256 |
| Interface type | DDR2 | GDDR3 | DDR2 | GDDR3 | ? | GDDR5 | GDDR3 | GDDR3 |
| Clock speed (MHz) | 500 | 800 | 500 | 1000 | ? | 800 | 900 | 993 |
| Theoretical Peak Performance | ||||||||
| Vertex processing rate (Gverts/sec) | 2.88 | 3.00 | 12.0 | 15.0 | ? | 30.0 | 23.0 | 31.3 |
| Pixel processing rate (Gpixels/sec) | 11.5 | 12.0 | 48.0 | 60.0 | ? | 120.0 | 92.0 | 125.0 |
| Texel applied rate (Gtexels/sec) | 4.6 4 | 4.8 4 | 9.6 4 | 12.0 4 | ? | 24.0 4 | 18.4 4 | 20.0 4 |
| Pixel output rate (Gpixels/sec) | 2.3 | 2.4 | 4.8 | 6.0 | ? | 12.0 | 9.2 | 10.0 |
| Memory bandwidth (GB/sec) | 8.00 | 12.8 | 16.0 | 32.0 | ? | 51.2 | 57.6 | 63.6 |
| Radeon HD 4860 | Radeon HD 4870 | Radeon HD 4890 | Radeon HD 4850 X2 |
Radeon HD 4870 X2 |
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| Core | ||||||||
| Codename | RV790 | RV770 | RV790 | R700 | R700 | |||
| Process scale (nm) | 55 | 55 | 55 | 55 | 55 | |||
| Transistor count (millions) | 960 | 956 | 960 | 2 x 956 | 2 x 956 | |||
| Core clock speed (MHz) | 700 | 750 | 850 | 650 | 750 | |||
| Component execution units 1 | 640 | 800 | 800 | 2 x 800 | 2 x 800 | |||
| Vertex shader version (best) | 4.1 | 4.1 | 4.1 | 4.1 | 4.1 | |||
| Total effective no. of texture units | 32 4 | 40 4 | 40 4 | 2 x 40 4 | 2 x 40 4 | |||
| Max pixels output per clock (colour/depth) | 16 / 64 | 16 / 64 | 16 / 64 | 2 x 16 / 64 | 2 x 16 / 64 | |||
| Pixel shader version (bset) | 4.1 | 4.1 | 4.1 | 4.1 | 4.1 | |||
| Overall DirectX level | 10.1 | 10.1 | 10.1 | 10.1 | 10.1 | |||
| Memory | ||||||||
| Interface width (bits) | 256 | 256 | 256 | 2 x 256 | 2 x 256 | |||
| Interface type | GDDR5 | GDDR5 | GDDR5 | GDDR3 | GDDR5 | |||
| Clock speed (MHz) | 750 | 900 | 975 | 993 | 900 | |||
| Theoretical Peak Performance | ||||||||
| Vertex processing rate (Gverts/sec) | 28.0 | 37.5 | 42.5 | 65.0 2 | 75.0 2 | |||
| Pixel processing rate (Gpixels/sec) | 112.0 | 150.0 | 170.0 | 260.0 2 | 300.0 2 | |||
| Texel applied rate (Gtexels/sec) | 22.4 4 | 24.0 4 | 27.2 4 | 41.6 2, 4 | 48.0 2, 4 | |||
| Pixel output rate (Gpixels/sec) | 11.2 | 12.0 | 13.6 | 20.8 2 | 24.0 2 | |||
| Memory bandwidth (GB/sec) | 96.0 | 115.2 | 124.8 | 127.1 2 | 230.4 2 | |||
| Model | Intel | |||||||
| GMA X3100 | GMA X3500 | GMA X4500 | GMA X4500 HD | |
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| Core | ||||||||
| Process scale (nm) | ? | ? | 65 | 65 | ||||
| Transistor count (millions) | ? | ? | ? | ? | ||||
| Core clock speed (MHz) | up to 667 | 667 | up to 800 | 800 | ||||
| Component execution units 1 | 8 | 8 | 10 | 10 | ||||
| Vertex shader version (best) | 4.0 | 4.0 | 4.0 | 4.0 | ||||
| Total effective no. of texture units | 4 ? | 4 ? | ? | ? | ||||
| Max pixels output per clock (colour/depth) | 2 / 4 | 2 / 4 | ? | ? | ||||
| Pixel shader version (best) | 4.0 | 4.0 | 4.0 | 4.0 | ||||
| Overall DirectX level | 10 | 10 | 10 | 10 | ||||
| Memory | ||||||||
| Interface width (bits) | System Memory | System Memory | System Memory | System Memory | ||||
| Interface type | DDR / DDR2 | DDR2 | DDR2 / DDR3 | DDR2 / DDR3 | ||||
| Clock speed (MHz) | up to 800 | up to 800 | up to 800 / 1066 | up to 800 / 1066 | ||||
| Theoretical Peak Performance | ||||||||
| Vertex processing rate (Mverts/sec) | up to ~ 333 ? | ~ 333 ? | up to ~ 416 ? | ~ 416 ? | ||||
| Pixel processing rate (Mpixels/sec) | up to 1333 | 1333 | up to 1666 | 1666 | ||||
| Texel applied rate (Mtexels/sec) | up to 2666 ? | 2666 ? | ? | ? | ||||
| Pixel output rate (Mpixels/sec) | up to 1333 | 1333 | ? | ? | ||||
| Memory bandwidth (GB/sec) | up to 12.8 | up to 12.8 | up to 12.8 | up to 12.8 | ||||
| GeForce G100 | GeForce GT 120 |
GeForce GT 130 | GeForce GTS 150 | GeForce G210 | GeForce GT220 | GeForce GTS 250 | ||
| Core | ||||||||
| Codename | G96b | G96b | G94b | G92b | GT218 | GT216 | G92b | |
| Process scale (nm) | 55 | 55 | 55 | 55 | 40 | 40 | 55 | |
| Transistor count (millions) | 314 | 314 | 505 | 754 | 260 | 486 | 754 | |
| Core / Shader clock speed (MHz) | 567 / 1400 | 500 / 1400 | 500 / 1250 | 738 / 1836 | 675 / 1450 | 625 / 1360 | 738 / 1836 | |
| Component execution units 1 | 8 | 32 | 48 | 128 | 16 | 48 | 128 | |
| Vertex shader version (best) | 4.0 | 4.0 | 4.0 | 4.0 | 4.1 | 4.1 | 4.0 | |
| Total effective no. of texture units | 8 | 16 | 24 | 64 | 16 | 16 | 64 | |
| Max pixels output per clock (colour/depth) | 4 / 32 | 8 / 64 | 12 / 96 | 16 / 128 | 8 / 64 | 8 / 64 | 16 / 128 | |
| Pixel shader version (bset) | 4.0 | 4.0 | 4.0 | 4.0 | 4.1 | 4.1 | 4.0 | |
| Overall DirectX level | 10 | 10 | 10 | 10 | 10.1 | 10.1 | 10 | |
| Memory | ||||||||
| Interface width (bits) | 64 | 128 | 192 | 256 | 64 | 128 | 256 | |
| Interface type | DDR2 | DDR2 | DDR2 | GDDR3 | DDR2 | GDDR3 | GDDR3 | |
| Clock speed (MHz) | 500 | 500 | 500 | 1000 | 400 | 900 | 1100 | |
| Theoretical Peak Performance | ||||||||
| Vertex processing rate (Gverts/sec) | 2.8 | 11.2 | 3.7 | 14.7 | 2.9 | 8.2 | 14.7 | |
| Pixel processing rate (Gpixels/sec) | 11.2 | 44.8 | 15.0 | 58.8 | 11.6 | 32.6 | 58.8 | |
| Texel applied rate (Gtexels/sec) | 4.5 | 8.0 | 12.0 | 47.2 | 10.8 | 10.0 | 47.2 | |
| Pixel output rate (Gpixels/sec) | 2.3 | 4.0 | 6.0 | 11.8 | 5.4 | 5.0 | 11.8 | |
| Memory bandwidth (GB/sec) | 8.0 | 16.0 | 24.0 | 64.0 | 6.4 | 28.8 | 70.4 | |
| GeForce GTX 260 |
GeForce GTX 260 (216) | GeForce GTX 260 (216) | GeForce GTX 275 | GeForce GTX 280 | GeForce GTX 285 | GeForce GTX 295 | ||
| Core | ||||||||
| Codename | GT200 | GT200 | GT200b | GT200b | GT200 | GT200b | GT200b | |
| Process scale (nm) | 65 | 65 | 55 | 55 | 65 | 55 | 55 | |
| Transistor count (millions) | 1400 | 1400 | 1400 | 1400 | 1400 | 1400 | 2 x 1400 | |
| Core / Shader clock speed (MHz) | 576 / 1242 | 576 / 1242 | 576 / 1242 | 632 / 1404 | 602 / 1296 | 648 / 1476 | 576 / 1242 | |
| Component execution units 1 | 192 | 216 | 216 | 240 | 240 | 240 | 2 x 240 | |
| Vertex shader version (best) | 4.0 | 4.0 | 4.0 | 4.0 | 4.0 | 4.0 | 4.0 | |
| Total effective no. of texture units | 64 | 72 | 72 | 80 | 80 | 80 | 2 x 80 | |
| Max pixels output per clock (colour/depth) | 28 / 224 | 28 / 224 | 28 / 224 | 28 / 224 | 32 / 256 | 32 / 256 | 2 x 28 / 224 | |
| Pixel shader version (bset) | 4.0 | 4.0 | 4.0 | 4.0 | 4.0 | 4.0 | 4.0 | |
| Overall DirectX level | 10 | 10 | 10 | 10 | 10 | 10 | 10 | |
| Memory | ||||||||
| Interface width (bits) | 448 | 448 | 448 | 448 | 512 | 512 | 2 x 448 | |
| Interface type | GDDR3 | GDDR3 | GDDR3 | GDDR3 | GDDR3 | GDDR3 | GDDR3 | |
| Clock speed (MHz) | 999 | 999 | 999 | 1134 | 1107 | 1242 | 999 | |
| Theoretical Peak Performance | ||||||||
| Vertex processing rate (Gverts/sec) | 14.9 | 16.8 | 16.8 | 21.0 | 19.4 | 22.1 | 37.3 2 | |
| Pixel processing rate (Gpixels/sec) | 59.6 | 67.1 | 67.1 | 84.3 | 77.8 | 88.6 | 149.0 2 | |
| Texel applied rate (Gtexels/sec) | 36.8 | 41.4 | 41.4 | 50.6 | 48.2 | 51.8 | 92.2 2 | |
| Pixel output rate (Gpixels/sec) | 16.1 | 16.1 | 16.1 | 17.7 | 19.3 | 20.7 | 32.2 2 | |
| Memory bandwidth (GB/sec) | 111.9 | 111.9 | 111.9 | 127.0 | 141.7 | 159.0 | 223.8 2 | |
| Model | S3 | ||||||||
| Chrome 430 GT |
Chrome 430 GTX |
||||||||
| Core | |||||||||
| Process scale (nm) | 65 | 65 | |||||||
| Transistor count (millions) | ? | ? | |||||||
| Core / Shader clock speed (MHz) | 625 / 900 | 725 / ? | |||||||
| Component execution units 1 | 32? | 32? | |||||||
| Vertex shader version (best) | 4.1 | 4.1 | |||||||
| Total effective no. of texture units | ? | ? | |||||||
| Max pixels output per clock (colour/depth) | ? | ? | |||||||
| Pixel shader version (bset) | 4.1 | 4.1 | |||||||
| Overall DirectX level | 10.1 | 10.1 | |||||||
| Memory | |||||||||
| Interface width (bits) | 64 | 64 | |||||||
| Interface type | 500 | 700 | |||||||
| Clock speed (MHz) | GDDR2 | GDDR3 | |||||||
| Theoretical Peak Performance | |||||||||
| Vertex processing rate (Gverts/sec) | 1.8? | ? | |||||||
| Pixel processing rate (Gpixels/sec) | 7.2? | ? | |||||||
| Texel applied rate (Gtexels/sec) | ? | ? | |||||||
| Pixel output rate (Gpixels/sec) | ? | ? | |||||||
| Memory bandwidth (GB/sec) | 8.0 | 11.2 | |||||||
| Notes |
| 1 - All GPU vendors use a unified architecture
for their DX10 chips - this means execution units are used to process
all kinds of components (vertex, geometry and pixel). Previous
architectures had pipelines of units dedicated for each
type of component. |
| 2
- The ATI Radeon HD 3870 X2. 4850 X2, 4870 X2 and NVIDIA GeForce 9800 GX2 and GTX 295 are composed of
two GPUs. The performance figures are calculated for when
operating
in AFR (alternate frame rendering) mode. |
| 3 - The complete G80 chip has 32 texture addressing units and 64 units to fetch and bilinear filter texels; the complete G92 chip has 64 addressing and fetch/filtering units. This is why there is a significant difference in the "texel applied rate" between the two processors. |
| 4
- The RV770/RV790 has 32 fixed function interpolators, the RV730 has 16. The displayed texture fillrate
figures reflect the impact the interpolators have on the theoretical
maximum values. When using AF, however, this limitation does not
restrict the texturing ability. |
| © 3D Graphics Card Specifications - N D Evanson 2010 |