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GeForce GT 210 vs Radeon HD 5550

Intro

The GeForce GT 210 comes with a clock speed of 589 MHz and a DDR3 memory speed of 800 MHz. It also features a 64-bit bus, and makes use of a 40 nm design. It is made up of 16 SPUs, 8 Texture Address Units, and 4 ROPs.

Compare those specs to the Radeon HD 5550, which has a clock speed of 550 MHz and a DDR2 memory speed of 400 MHz. It also uses a 128-bit bus, and uses a 40 nm design. It is made up of 320(64x5) SPUs, 16 TAUs, and 8 ROPs.

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Power Usage and Theoretical Benchmarks

Memory Bandwidth

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

Texel Rate

The Radeon HD 5550 should be quite a bit (approximately 87%) more effective at texture filtering than the GeForce GT 210. (explain)

Radeon HD 5550 8800 Mtexels/sec
GeForce GT 210 4712 Mtexels/sec
Difference: 4088 (87%)

Pixel Rate

If using a high screen resolution is important to you, then the Radeon HD 5550 is the winner, by far. (explain)

Radeon HD 5550 4400 Mpixels/sec
GeForce GT 210 2356 Mpixels/sec
Difference: 2044 (87%)

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 GT 210

Amazon.com

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Radeon HD 5550

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 GeForce GT 210 Radeon HD 5550
Manufacturer nVidia AMD
Year October 2009 February 9, 2010
Code Name GT218 Redwood LE
Memory 512 MB 512 MB
Core Speed 589 MHz 550 MHz
Memory Speed 1600 MHz 800 MHz
Power (Max TDP) 31 watts (Unknown) watts
Bandwidth 12800 MB/sec 12800 MB/sec
Texel Rate 4712 Mtexels/sec 8800 Mtexels/sec
Pixel Rate 2356 Mpixels/sec 4400 Mpixels/sec
Unified Shaders 16 320(64x5)
Texture Mapping Units 8 16
Render Output Units 4 8
Bus Type DDR3 DDR2
Bus Width 64-bit 128-bit
Fab Process 40 nm 40 nm
Transistors 260 million 627 million
Bus PCIe 2.0 PCIe 2.1 x16
DirectX Version DirectX 10.1 DirectX 11
OpenGL Version OpenGL 3.2 OpenGL 3.2

Memory Bandwidth: Memory bandwidth is the largest amount of information (in units of MB per second) that can be moved past the external memory interface in a second. The number is worked out by multiplying the bus width by its memory clock speed. If the card has DDR type RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.

Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed per second. This figure is worked out by multiplying the total number of 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 handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.

Pixel Rate: Pixel rate is the most pixels the video card could possibly write to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.

Display Prices

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GeForce GT 210

Amazon.com

Check prices at:

Radeon HD 5550

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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