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GeForce GTX 550 Ti vs GeForce GTX 580 3GB

Intro

The GeForce GTX 550 Ti features core speeds of 900 MHz on the GPU, and 1026 MHz on the 1024 MB of GDDR5 memory. It features 192 SPUs as well as 32 TAUs and 24 ROPs.

Compare all that to the GeForce GTX 580 3GB, which has a core clock frequency of 772 MHz and a GDDR5 memory frequency of 1002 MHz. It also makes use of a 384-bit memory bus, and uses a 40 nm design. It features 512 SPUs, 64 Texture Address Units, and 48 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 550 Ti 116 Watts
GeForce GTX 580 3GB 244 Watts
Difference: 128 Watts (110%)

Memory Bandwidth

Theoretically, the GeForce GTX 580 3GB should perform quite a bit faster than the GeForce GTX 550 Ti in general. (explain)

GeForce GTX 580 3GB 192384 MB/sec
GeForce GTX 550 Ti 98496 MB/sec
Difference: 93888 (95%)

Texel Rate

The GeForce GTX 580 3GB should be a lot (about 72%) faster with regards to anisotropic filtering than the GeForce GTX 550 Ti. (explain)

GeForce GTX 580 3GB 49408 Mtexels/sec
GeForce GTX 550 Ti 28800 Mtexels/sec
Difference: 20608 (72%)

Pixel Rate

If running with a high resolution is important to you, then the GeForce GTX 580 3GB is superior to the GeForce GTX 550 Ti, and very much so. (explain)

GeForce GTX 580 3GB 37056 Mpixels/sec
GeForce GTX 550 Ti 21600 Mpixels/sec
Difference: 15456 (72%)

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

GeForce GTX 550 Ti

Amazon.com

GeForce GTX 580 3GB

Amazon.com

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

Model GeForce GTX 550 Ti GeForce GTX 580 3GB
Manufacturer nVidia nVidia
Year March 2011 November 2010
Code Name GF116 GF110
Fab Process 40 nm 40 nm
Bus PCIe 2.1 x16 PCIe x16
Memory 1024 MB 3072 MB
Core Speed 900 MHz 772 MHz
Shader Speed 1800 MHz 1544 MHz
Memory Speed 1026 MHz (4104 MHz effective) 1002 MHz (4008 MHz effective)
Unified Shaders 192 512
Texture Mapping Units 32 64
Render Output Units 24 48
Bus Type GDDR5 GDDR5
Bus Width 192-bit 384-bit
DirectX Version DirectX 11 DirectX 11
OpenGL Version OpenGL 4.1 OpenGL 4.1
Power (Max TDP) 116 watts 244 watts
Shader Model 5.0 5.0
Bandwidth 98496 MB/sec 192384 MB/sec
Texel Rate 28800 Mtexels/sec 49408 Mtexels/sec
Pixel Rate 21600 Mpixels/sec 37056 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the max amount of data (in units of MB per second) that can be transported across the external memory interface within a second. The number is worked out by multiplying the bus width by its memory clock speed. In the case of DDR memory, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.

Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied 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 higher the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.

Pixel Rate: Pixel rate is the most pixels the video card can possibly record to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.

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