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GeForce GTX 550 Ti vs Radeon HD 4850 1GB

Intro

The GeForce GTX 550 Ti features a GPU core speed of 900 MHz, and the 1024 MB of GDDR5 memory runs at 1026 MHz through a 192-bit bus. It also is made up of 192 Stream Processors, 32 Texture Address Units, and 24 Raster Operation Units.

Compare all that to the Radeon HD 4850 1GB, which comes with a clock speed of 625 MHz and a GDDR4 memory speed of 993 MHz. It also makes use of a 256-bit memory bus, and makes use of a 55 nm design. It is made up of 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 1GB 110 Watts
GeForce GTX 550 Ti 116 Watts
Difference: 6 Watts (5%)

Memory Bandwidth

Performance-wise, the GeForce GTX 550 Ti should theoretically be quite a bit better than the Radeon HD 4850 1GB in general. (explain)

GeForce GTX 550 Ti 98496 MB/sec
Radeon HD 4850 1GB 63552 MB/sec
Difference: 34944 (55%)

Texel Rate

The GeForce GTX 550 Ti will be a small bit (more or less 15%) more effective at anisotropic filtering than the Radeon HD 4850 1GB. (explain)

GeForce GTX 550 Ti 28800 Mtexels/sec
Radeon HD 4850 1GB 25000 Mtexels/sec
Difference: 3800 (15%)

Pixel Rate

The GeForce GTX 550 Ti will be much (about 116%) better at anti-aliasing than the Radeon HD 4850 1GB, and will be capable of handling higher screen resolutions more effectively. (explain)

GeForce GTX 550 Ti 21600 Mpixels/sec
Radeon HD 4850 1GB 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 1GB

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 1GB
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 1024 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 GDDR4
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: Bandwidth is the largest amount of data (counted in MB per second) that can be transferred across the external memory interface in a second. It's calculated by multiplying the bus width by its memory speed. If the card has DDR type RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This figure is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The better 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 one second.

Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Raster Operations Pipelines 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 rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.

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