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GeForce GTX 550 Ti vs Radeon HD 4850 512MB

Intro

The GeForce GTX 550 Ti makes use of a 40 nm design. nVidia has clocked the core speed at 900 MHz. The GDDR5 memory works at a speed of 1026 MHz on this particular card. It features 192 SPUs along with 32 TAUs and 24 Rasterization Operator Units.

Compare all that to the Radeon HD 4850 512MB, which comes with a core clock speed of 625 MHz and a GDDR3 memory speed of 993 MHz. It also features a 256-bit memory bus, and makes use of a 55 nm design. It features 800(160x5) SPUs, 40 Texture Address Units, and 16 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 4850 512MB 110 Watts
GeForce GTX 550 Ti 116 Watts
Difference: 6 Watts (5%)

Memory Bandwidth

In theory, the GeForce GTX 550 Ti will be 55% quicker than the Radeon HD 4850 512MB in general, due to its greater data rate. (explain)

GeForce GTX 550 Ti 98496 MB/sec
Radeon HD 4850 512MB 63552 MB/sec
Difference: 34944 (55%)

Texel Rate

The GeForce GTX 550 Ti is a little bit (more or less 15%) more effective at texture filtering than the Radeon HD 4850 512MB. (explain)

GeForce GTX 550 Ti 28800 Mtexels/sec
Radeon HD 4850 512MB 25000 Mtexels/sec
Difference: 3800 (15%)

Pixel Rate

If running with a high resolution is important to you, then the GeForce GTX 550 Ti is the winner, by far. (explain)

GeForce GTX 550 Ti 21600 Mpixels/sec
Radeon HD 4850 512MB 10000 Mpixels/sec
Difference: 11600 (116%)

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 4850 512MB

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 4850 512MB
Manufacturer nVidia AMD
Year March 2011 Jun 25, 2008
Code Name GF116 RV770 PRO
Fab Process 40 nm 55 nm
Bus PCIe 2.1 x16 PCIe 2.0 x16
Memory 1024 MB 512 MB
Core Speed 900 MHz 625 MHz
Shader Speed 1800 MHz (N/A) MHz
Memory Speed 1026 MHz (4104 MHz effective) 993 MHz (1986 MHz effective)
Unified Shaders 192 800(160x5)
Texture Mapping Units 32 40
Render Output Units 24 16
Bus Type GDDR5 GDDR3
Bus Width 192-bit 256-bit
DirectX Version DirectX 11 DirectX 10.1
OpenGL Version OpenGL 4.1 OpenGL 3.0
Power (Max TDP) 116 watts 110 watts
Shader Model 5.0 4.1
Bandwidth 98496 MB/sec 63552 MB/sec
Texel Rate 28800 Mtexels/sec 25000 Mtexels/sec
Pixel Rate 21600 Mpixels/sec 10000 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the largest amount of information (measured in megabytes per second) that can be transported past the external memory interface within a second. It's calculated by multiplying the card's bus width by its memory speed. If it uses DDR memory, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.

Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This figure is calculated by multiplying the total number of texture units of the card by the core 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 amount of pixels the video card can possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of colour ROPs by the the core 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 fill 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 max fill rate.

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