Compare any two graphics cards:
GeForce 8800 Ultra vs Radeon RX 550
IntroThe GeForce 8800 Ultra uses a 90 nm design. nVidia has set the core speed at 612 MHz. The GDDR3 memory runs at a speed of 1080 MHz on this specific card. It features 128 SPUs along with 64 TAUs and 24 ROPs.Compare all that to the Radeon RX 550, which comes with clock speeds of 1100 MHz on the GPU, and 1750 MHz on the 2048 MB of GDDR5 memory. It features 512 SPUs as well as 32 TAUs and 16 ROPs.
Display Graphs
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthTheoretically, the Radeon RX 550 should be just a bit faster than the GeForce 8800 Ultra overall. (explain)
Texel RateThe GeForce 8800 Ultra is a small bit (about 11%) more effective at AF than the Radeon RX 550. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon RX 550 is the winner, not by a very large margin though. (explain)
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
Display Prices
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
Display Specifications
Memory Bandwidth: Memory bandwidth is the maximum amount of data (counted in MB per second) that can be transported across the external memory interface within a second. It is calculated by multiplying the card's interface width by its memory speed. If it uses DDR RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions. Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This is calculated by multiplying the total amount of texture units by the core 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 applied in a second. Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly record to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.
Display Prices
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.
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