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GeForce GTX 550 Ti vs Radeon HD 5870

Intro

The GeForce GTX 550 Ti has a clock speed of 900 MHz and a GDDR5 memory speed of 1026 MHz. It also uses a 192-bit memory bus, and uses a 40 nm design. It features 192 SPUs, 32 TAUs, and 24 ROPs.

Compare those specifications to the Radeon HD 5870, which has GPU core speed of 850 MHz, and 1024 MB of GDDR5 RAM set to run at 1200 MHz through a 256-bit bus. It also is made up of 1600(320x5) SPUs, 80 TAUs, and 32 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 550 Ti 116 Watts
Radeon HD 5870 188 Watts
Difference: 72 Watts (62%)

Memory Bandwidth

As far as performance goes, the Radeon HD 5870 should in theory be quite a bit better than the GeForce GTX 550 Ti overall. (explain)

Radeon HD 5870 153600 MB/sec
GeForce GTX 550 Ti 98496 MB/sec
Difference: 55104 (56%)

Texel Rate

The Radeon HD 5870 will be much (about 136%) better at anisotropic filtering than the GeForce GTX 550 Ti. (explain)

Radeon HD 5870 68000 Mtexels/sec
GeForce GTX 550 Ti 28800 Mtexels/sec
Difference: 39200 (136%)

Pixel Rate

The Radeon HD 5870 is a lot (about 26%) better at anti-aliasing than the GeForce GTX 550 Ti, and will be capable of handling higher screen resolutions better. (explain)

Radeon HD 5870 27200 Mpixels/sec
GeForce GTX 550 Ti 21600 Mpixels/sec
Difference: 5600 (26%)

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

Radeon HD 5870

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 Radeon HD 5870
Manufacturer nVidia AMD
Year March 2011 September 23, 2009
Code Name GF116 Cypress XT
Fab Process 40 nm 40 nm
Bus PCIe 2.1 x16 PCIe 2.1 x16
Memory 1024 MB 1024 MB
Core Speed 900 MHz 850 MHz
Shader Speed 1800 MHz (N/A) MHz
Memory Speed 1026 MHz (4104 MHz effective) 1200 MHz (4800 MHz effective)
Unified Shaders 192 1600(320x5)
Texture Mapping Units 32 80
Render Output Units 24 32
Bus Type GDDR5 GDDR5
Bus Width 192-bit 256-bit
DirectX Version DirectX 11 DirectX 11
OpenGL Version OpenGL 4.1 OpenGL 3.2
Power (Max TDP) 116 watts 188 watts
Shader Model 5.0 5.0
Bandwidth 98496 MB/sec 153600 MB/sec
Texel Rate 28800 Mtexels/sec 68000 Mtexels/sec
Pixel Rate 21600 Mpixels/sec 27200 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the largest amount of data (counted in megabytes per second) that can be moved past the external memory interface in a second. It's worked out by multiplying the card's bus width by its memory speed. If it uses DDR type RAM, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better 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 amount of texture map elements (texels) that can be processed per second. This number is calculated by multiplying the total number of 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 applied per second.

Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of Raster Operations Pipelines by the the card's 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 rate also depends on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.

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