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GeForce 830M vs Radeon HD 5550

Intro

The GeForce 830M features core speeds of 1029 MHz on the GPU, and 900 MHz on the 2048 MB of DDR3 memory. It features 256 SPUs along with 16 TAUs and 8 Rasterization Operator Units.

Compare all that to the Radeon HD 5550, which has clock speeds of 550 MHz on the GPU, and 400 MHz on the 512 MB of DDR2 memory. It features 320(64x5) SPUs as well as 16 TAUs and 8 ROPs.

Display Graphs

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Power Usage and Theoretical Benchmarks

Memory Bandwidth

Theoretically speaking, the GeForce 830M should perform a little bit faster than the Radeon HD 5550 overall. (explain)

GeForce 830M 14400 MB/sec
Radeon HD 5550 12800 MB/sec
Difference: 1600 (13%)

Texel Rate

The GeForce 830M is a lot (about 87%) more effective at AF than the Radeon HD 5550. (explain)

GeForce 830M 16464 Mtexels/sec
Radeon HD 5550 8800 Mtexels/sec
Difference: 7664 (87%)

Pixel Rate

If using a high screen resolution is important to you, then the GeForce 830M is the winner, by far. (explain)

GeForce 830M 8232 Mpixels/sec
Radeon HD 5550 4400 Mpixels/sec
Difference: 3832 (87%)

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

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GeForce 830M

Amazon.com

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Radeon HD 5550

Amazon.com

Check prices at:

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

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Model GeForce 830M Radeon HD 5550
Manufacturer nVidia AMD
Year March 12 2014 February 9, 2010
Code Name GM108 Redwood LE
Memory 2048 MB 512 MB
Core Speed 1029 MHz 550 MHz
Memory Speed 1800 MHz 800 MHz
Power (Max TDP) 25 watts (Unknown) watts
Bandwidth 14400 MB/sec 12800 MB/sec
Texel Rate 16464 Mtexels/sec 8800 Mtexels/sec
Pixel Rate 8232 Mpixels/sec 4400 Mpixels/sec
Unified Shaders 256 320(64x5)
Texture Mapping Units 16 16
Render Output Units 8 8
Bus Type DDR3 DDR2
Bus Width 64-bit 128-bit
Fab Process 28 nm 40 nm
Transistors (Unknown) million 627 million
Bus PCIe 3.0 x16 PCIe 2.1 x16
DirectX Version DirectX 12 DirectX 11
OpenGL Version OpenGL 4.5 OpenGL 3.2

Memory Bandwidth: Memory bandwidth is the largest amount of data (measured in megabytes per second) that can be transported across the external memory interface in one second. It is worked out by multiplying the interface width by its memory speed. If the card has DDR RAM, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high 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 amount of texture units of the card by the core 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 applied in a second.

Pixel Rate: Pixel rate is the most pixels the graphics card can possibly write to the local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of ROPs by the the card's 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 also depends on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.

Display Prices

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GeForce 830M

Amazon.com

Check prices at:

Radeon HD 5550

Amazon.com

Check prices at:

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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