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GeForce GTX 550 Ti vs GeForce GTX 580 3GB

Intro

The GeForce GTX 550 Ti uses a 40 nm design. nVidia has clocked the core speed at 900 MHz. The GDDR5 RAM runs at a frequency of 1026 MHz on this particular model. It features 192 SPUs along with 32 TAUs and 24 Rasterization Operator Units.

Compare those specs to the GeForce GTX 580 3GB, which makes use of a 40 nm design. nVidia has clocked the core frequency at 772 MHz. The GDDR5 memory works at a frequency of 1002 MHz on this particular card. It features 512 SPUs along with 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

Performance-wise, the GeForce GTX 580 3GB should theoretically be quite a bit superior to the GeForce GTX 550 Ti overall. (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 quite a bit (more or less 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

The GeForce GTX 580 3GB should be a lot (more or less 72%) better at anti-aliasing than the GeForce GTX 550 Ti, and should be able to handle higher resolutions more effectively. (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: Bandwidth is the largest amount of data (in units of MB per second) that can be transferred over the external memory interface in a second. It's calculated by multiplying the card's interface width by the speed of its memory. If the card has DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.

Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This figure is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The higher the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.

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

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