Monday, February 28th 2011
PNY GeForce GTX 550 Ti Listed in Europe
One of the first partner-branded NVIDIA GeForce GTX 550 Ti graphics cards surfaced, listed on a European online store, priced at a little over €159. It is carrying PNY's part number GMGX55TN2H1IZPB, and doesn't carry the XLR8 branding. Based on the 40 nm GF116 silicon, the PNY GeForce GTX 550 Ti packs 192 CUDA cores, and clock speeds of 900/1800/1025 MHz (core/CUDA cores/memory actual). It packs 1 GB of GDDR5 memory across a 128-bit wide memory interface. €159 does look like a steep price, but there's a lot of uncertainity surrounding it.
Source:
FudZilla
13 Comments on PNY GeForce GTX 550 Ti Listed in Europe
They even claimed it will be 30% faster than the GTS450 or something like that isn't it? With the same 192 cores and a mild OC that's not going to happen. Add the price listed here (also the fact that rumors about the pricing were stipulating a similar price to this) plus the X in the name and my only conclusion is that the GTX 550 must be something more than what we think or what they want us to believe...
I said I believe it's going to have 256 SP when it was first anniunced and I'd like to be right (it'd explain the allegued performance).
For reference I could buy a GTX 460 1 GB for 150 € right now, while on newegg they're selling for $200.
Just enable all of the rops, and memory bus (present on GF106) and with these clocks thats the 30% easily.
* This way they could create 2/3 levels of geometry complexity - independent from shaders/filters etc- instead of having it be based on a linear progression. What I mean is that since Nvidia cards' geometry/tesselation power raises along with the number of SMs, Nvidia may try to create groups of similar geometry capabilities in order to make developer's life easier. i.e when it comes to geometry the GTX 550, 460 and 560 would be able to use the exact same complexity, with small natural variations that would benefit the faster cards, and since for example the GTX560 has far more shaders, you would be able to raise shader complexity, filter quality etc. But at any rate the geometry complexity is assured to be consistent for every segment in the lineup.
I'm very bad explaining myself. I just wrote the same thing 3 times over in this post (a bit differently each time) and I'm still not sure if it's clear... lol i hope so. :ohwell:
Maybe I'm wrong. Who knows :)