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GeForce 810M vs Radeon R5 M330

Intro

The GeForce 810M features clock speeds of 738 MHz on the GPU, and 900 MHz on the 1024 MB of DDR3 memory. It features 48 SPUs as well as 8 Texture Address Units and 4 ROPs.

Compare all of that to the Radeon R5 M330, which features GPU clock speed of 1030 MHz, and 2048 MB of DDR3 memory running at 900 MHz through a 64-bit bus. It also features 320 SPUs, 20 TAUs, and 8 ROPs.

Display Graphs

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Power Usage and Theoretical Benchmarks

Memory Bandwidth

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

Texel Rate

The Radeon R5 M330 is quite a bit (about 249%) more effective at AF than the GeForce 810M. (explain)

Radeon R5 M330 20600 Mtexels/sec
GeForce 810M 5904 Mtexels/sec
Difference: 14696 (249%)

Pixel Rate

If running with a high screen resolution is important to you, then the Radeon R5 M330 is a better choice, and very much so. (explain)

Radeon R5 M330 8240 Mpixels/sec
GeForce 810M 2952 Mpixels/sec
Difference: 5288 (179%)

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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GeForce 810M

Amazon.com

Check prices at:

Radeon R5 M330

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

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Model GeForce 810M Radeon R5 M330
Manufacturer nVidia AMD
Year February 2014 2015
Code Name GF117 Oland
Memory 1024 MB 2048 MB
Core Speed 738 MHz 1030 MHz
Memory Speed 1800 MHz 1800 MHz
Power (Max TDP) 15 watts (Unknown) watts
Bandwidth 14400 MB/sec 14400 MB/sec
Texel Rate 5904 Mtexels/sec 20600 Mtexels/sec
Pixel Rate 2952 Mpixels/sec 8240 Mpixels/sec
Unified Shaders 48 320
Texture Mapping Units 8 20
Render Output Units 4 8
Bus Type DDR3 DDR3
Bus Width 64-bit 64-bit
Fab Process 28 nm 28 nm
Transistors (Unknown) million (Unknown) million
Bus PCIe 2.0 x16 PCIe 3.0 x16
DirectX Version DirectX 12 DirectX 12
OpenGL Version OpenGL 4.5 OpenGL 4.3

Memory Bandwidth: Bandwidth is the max amount of information (counted in megabytes per second) that can be transported across the external memory interface in a second. It is worked out by multiplying the card's interface width by its memory speed. If it uses DDR RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the better 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 applied in one second. This figure is calculated by multiplying the total amount of texture units of the card by the core clock 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 in a second.

Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip 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 Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.

Display Prices

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GeForce 810M

Amazon.com

Check prices at:

Radeon R5 M330

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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