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GeForce GT 640 DDR3 vs GeForce GTX 550 Ti

Intro

The GeForce GT 640 DDR3 makes use of a 28 nm design. nVidia has set the core speed at 900 MHz. The DDR3 memory works at a frequency of 1782 MHz on this specific card. It features 384 SPUs along with 32 TAUs and 16 ROPs.

Compare all that to the GeForce GTX 550 Ti, which comes with a GPU core clock speed of 900 MHz, and 1024 MB of GDDR5 RAM running at 1026 MHz through a 192-bit bus. It also is comprised of 192 Stream Processors, 32 TAUs, and 24 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GT 640 DDR3 65 Watts
GeForce GTX 550 Ti 116 Watts
Difference: 51 Watts (78%)

Memory Bandwidth

In theory, the GeForce GTX 550 Ti should perform quite a bit faster than the GeForce GT 640 DDR3 overall. (explain)

GeForce GTX 550 Ti 98496 MB/sec
GeForce GT 640 DDR3 57024 MB/sec
Difference: 41472 (73%)

Texel Rate

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

Pixel Rate

If running with a high resolution is important to you, then the GeForce GTX 550 Ti is superior to the GeForce GT 640 DDR3, and very much so. (explain)

GeForce GTX 550 Ti 21600 Mpixels/sec
GeForce GT 640 DDR3 14400 Mpixels/sec
Difference: 7200 (50%)

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

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 GT 640 DDR3

Amazon.com

Other US-based stores

GeForce GTX 550 Ti

Amazon.com

Other US-based stores

Specifications

Model GeForce GT 640 DDR3 GeForce GTX 550 Ti
Manufacturer nVidia nVidia
Year June 2012 March 2011
Code Name GK107 GF116
Fab Process 28 nm 40 nm
Bus PCIe 3.0 x16 PCIe 2.1 x16
Memory 2048 MB 1024 MB
Core Speed 900 MHz 900 MHz
Shader Speed 900 MHz 1800 MHz
Memory Speed 1782 MHz (3564 MHz effective) 1026 MHz (4104 MHz effective)
Unified Shaders 384 192
Texture Mapping Units 32 32
Render Output Units 16 24
Bus Type DDR3 GDDR5
Bus Width 128-bit 192-bit
DirectX Version DirectX 11.1 DirectX 11
OpenGL Version OpenGL 4.2 OpenGL 4.1
Power (Max TDP) 65 watts 116 watts
Shader Model 5.0 5.0
Bandwidth 57024 MB/sec 98496 MB/sec
Texel Rate 28800 Mtexels/sec 28800 Mtexels/sec
Pixel Rate 14400 Mpixels/sec 21600 Mpixels/sec

Memory Bandwidth: Bandwidth is the max amount of data (counted in MB per second) that can be transported across the external memory interface in a second. It is calculated by multiplying the card's interface width by the speed of its memory. If it uses DDR type RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.

Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per second. This is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The better the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per 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. Pixel rate is calculated by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.

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