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GeForce GTX 295 vs GeForce GTX 550 Ti

Intro

The GeForce GTX 295 uses a 55 nm design. nVidia has clocked the core frequency at 576 MHz. The GDDR3 memory runs at a frequency of 999 MHz on this particular card. It features 240 SPUs as well as 80 TAUs and 28 Rasterization Operator Units.

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 features 192 SPUs, 32 TAUs, and 24 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 295 289 Watts
Difference: 173 Watts (149%)

Memory Bandwidth

The GeForce GTX 295 should in theory perform much faster than the GeForce GTX 550 Ti overall. (explain)

GeForce GTX 295 223776 MB/sec
GeForce GTX 550 Ti 98496 MB/sec
Difference: 125280 (127%)

Texel Rate

The GeForce GTX 295 will be quite a bit (about 220%) more effective at AF than the GeForce GTX 550 Ti. (explain)

GeForce GTX 295 92160 Mtexels/sec
GeForce GTX 550 Ti 28800 Mtexels/sec
Difference: 63360 (220%)

Pixel Rate

The GeForce GTX 295 will be a lot (about 49%) faster with regards to AA than the GeForce GTX 550 Ti, and should be capable of handling higher screen resolutions without losing too much performance. (explain)

GeForce GTX 295 32256 Mpixels/sec
GeForce GTX 550 Ti 21600 Mpixels/sec
Difference: 10656 (49%)

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.

One or more cards in this comparison are multi-core. This means that their bandwidth, texel and pixel rates are theoretically doubled - this does not mean the card will actually perform twice as fast, but only that it should in theory be able to. Actual game benchmarks will give a more accurate idea of what it's capable of.

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 GTX 295

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

GeForce GTX 550 Ti

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce GTX 295 GeForce GTX 550 Ti
Manufacturer nVidia nVidia
Year January 8, 2009 March 2011
Code Name G200b GF116
Fab Process 55 nm 40 nm
Bus PCIe x16 2.0 PCIe 2.1 x16
Memory 896 MB (x2) 1024 MB
Core Speed 576 MHz (x2) 900 MHz
Shader Speed 1242 MHz (x2) 1800 MHz
Memory Speed 999 MHz (x2) 1026 MHz
Unified Shaders 240 (x2) 192
Texture Mapping Units 80 (x2) 32
Render Output Units 28 (x2) 24
Bus Type GDDR3 GDDR5
Bus Width 448-bit (x2) 192-bit
DirectX Version DirectX 10 DirectX 11
OpenGL Version OpenGL 3.1 OpenGL 4.1
Power (Max TDP) 289 watts 116 watts
Shader Model 4.0 5.0
Bandwidth 223776 MB/sec 98496 MB/sec
Texel Rate 92160 Mtexels/sec 28800 Mtexels/sec
Pixel Rate 32256 Mpixels/sec 21600 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the maximum amount of data (counted in MB per second) that can be transported over the external memory interface in one second. It is worked out by multiplying the card's interface width by its memory clock speed. If the card has DDR memory, it should be multiplied by 2 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 AA, High Dynamic Range and higher screen resolutions.

Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This number is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher this number, the better the 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 amount of pixels the video card could possibly write to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.

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