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GeForce GTX 550 Ti vs Radeon HD 4850 512MB

Intro

The GeForce GTX 550 Ti comes with a GPU core speed of 900 MHz, and the 1024 MB of GDDR5 RAM is set to run at 1026 MHz through a 192-bit bus. It also is comprised of 192 SPUs, 32 Texture Address Units, and 24 ROPs.

Compare those specifications to the Radeon HD 4850 512MB, which comes with a GPU core clock speed of 625 MHz, and 512 MB of GDDR3 memory running at 993 MHz through a 256-bit bus. It also is comprised of 800(160x5) Stream Processors, 40 TAUs, and 16 Raster Operation Units.

(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 should be 55% faster than the Radeon HD 4850 512MB overall, due to its greater bandwidth. (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 will be a small bit (approximately 15%) faster with regards to anisotropic 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

The GeForce GTX 550 Ti should be quite a bit (approximately 116%) more effective at anti-aliasing than the Radeon HD 4850 512MB, and also should be able to handle higher screen resolutions while still performing well. (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 data (counted in MB per second) that can be transferred across the external memory interface within a second. It is calculated by multiplying the interface width by its memory speed. If the card has DDR RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and high resolutions.

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

Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly write to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the max fill rate.

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