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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 set the core speed at 900 MHz. The GDDR5 memory works at a frequency of 1026 MHz on this specific model. It features 192 SPUs as well as 32 Texture Address Units and 24 ROPs.

Compare that to the GeForce GTX 580 3GB, which comes with GPU clock speed of 772 MHz, and 3072 MB of GDDR5 memory set to run at 1002 MHz through a 384-bit bus. It also features 512 SPUs, 64 TAUs, and 48 Raster Operation Units.

Display Graphs

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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 be much 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 quite a bit (about 72%) more effective at 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 is quite a bit (more or less 72%) more effective at full screen anti-aliasing than the GeForce GTX 550 Ti, and also should be capable of handling higher resolutions while still performing well. (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

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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

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Model GeForce GTX 550 Ti GeForce GTX 580 3GB
Manufacturer nVidia nVidia
Year March 2011 November 2010
Code Name GF116 GF110
Memory 1024 MB 3072 MB
Core Speed 900 MHz 772 MHz
Memory Speed 4104 MHz 4008 MHz
Power (Max TDP) 116 watts 244 watts
Bandwidth 98496 MB/sec 192384 MB/sec
Texel Rate 28800 Mtexels/sec 49408 Mtexels/sec
Pixel Rate 21600 Mpixels/sec 37056 Mpixels/sec
Unified Shaders 192 512
Texture Mapping Units 32 64
Render Output Units 24 48
Bus Type GDDR5 GDDR5
Bus Width 192-bit 384-bit
Fab Process 40 nm 40 nm
Transistors 1170 million 3000 million
Bus PCIe 2.1 x16 PCIe x16
DirectX Version DirectX 11 DirectX 11
OpenGL Version OpenGL 4.1 OpenGL 4.1

Memory Bandwidth: Bandwidth is the maximum amount of information (in units of megabytes per second) that can be transported over the external memory interface in a second. It's calculated by multiplying the interface width by its memory clock speed. In the case of DDR type memory, the result should be multiplied by 2 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 AA, High Dynamic Range and high 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 texture units by the core clock speed of the chip. The higher this number, 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 maximum number of pixels the video card can possibly write to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount 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 output rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.

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