NVIDIA GeForce MX550 vs AMD Radeon RX 6600M
GPU Comparison Result
Below are the results of a comparison of NVIDIA GeForce MX550 and AMD Radeon RX 6600M video cards based on key performance characteristics, as well as power consumption and much more.
Advantages
- Newer Launch Date: January 2022 (January 2022 vs May 2021)
- Higher Boost Clock: 2416MHz (1320MHz vs 2416MHz)
- Larger Memory Size: 8GB (2GB vs 8GB)
- Higher Bandwidth: 224.0 GB/s (96.00 GB/s vs 224.0 GB/s)
- More Shading Units: 1792 (1024 vs 1792)
Basic
NVIDIA
Label Name
AMD
January 2022
Launch Date
May 2021
Mobile
Platform
Mobile
GeForce MX550
Model Name
Radeon RX 6600M
GeForce MX
Generation
Mobility Radeon
1065MHz
Base Clock
2068MHz
1320MHz
Boost Clock
2416MHz
PCIe 4.0 x8
Bus Interface
PCIe 4.0 x8
4,700 million
Transistors
11,060 million
-
RT Cores
28
-
Compute Units
28
32
TMUs
?
Texture Mapping Units (TMUs) serve as components of the GPU, which are capable of rotating, scaling, and distorting binary images, and then placing them as textures onto any plane of a given 3D model. This process is called texture mapping.
112
TSMC
Foundry
TSMC
12 nm
Process Size
7 nm
Turing
Architecture
RDNA 2.0
Memory Specifications
2GB
Memory Size
8GB
GDDR6
Memory Type
GDDR6
64bit
Memory Bus
?
The memory bus width refers to the number of bits of data that the video memory can transfer within a single clock cycle. The larger the bus width, the greater the amount of data that can be transmitted instantaneously, making it one of the crucial parameters of video memory. The memory bandwidth is calculated as: Memory Bandwidth = Memory Frequency x Memory Bus Width / 8. Therefore, when the memory frequencies are similar, the memory bus width will determine the size of the memory bandwidth.
128bit
1500MHz
Memory Clock
1750MHz
96.00 GB/s
Bandwidth
?
Memory bandwidth refers to the data transfer rate between the graphics chip and the video memory. It is measured in bytes per second, and the formula to calculate it is: memory bandwidth = working frequency × memory bus width / 8 bits.
224.0 GB/s
Theoretical Performance
21.12 GPixel/s
Pixel Rate
?
Pixel fill rate refers to the number of pixels a graphics processing unit (GPU) can render per second, measured in MPixels/s (million pixels per second) or GPixels/s (billion pixels per second). It is the most commonly used metric to evaluate the pixel processing performance of a graphics card.
154.6 GPixel/s
42.24 GTexel/s
Texture Rate
?
Texture fill rate refers to the number of texture map elements (texels) that a GPU can map to pixels in a single second.
270.6 GTexel/s
2.703 TFLOPS
FP16 (half)
?
An important metric for measuring GPU performance is floating-point computing capability. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable. Single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks, while double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy.
17.32 TFLOPS
42.24 GFLOPS
FP64 (double)
?
An important metric for measuring GPU performance is floating-point computing capability. Double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy, while single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
541.2 GFLOPS
2.757
TFLOPS
FP32 (float)
?
An important metric for measuring GPU performance is floating-point computing capability. Single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks, while double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
8.832
TFLOPS
Miscellaneous
16
SM Count
?
Multiple Streaming Processors (SPs), along with other resources, form a Streaming Multiprocessor (SM), which is also referred to as a GPU's major core. These additional resources include components such as warp schedulers, registers, and shared memory. The SM can be considered the heart of the GPU, similar to a CPU core, with registers and shared memory being scarce resources within the SM.
-
1024
Shading Units
?
The most fundamental processing unit is the Streaming Processor (SP), where specific instructions and tasks are executed. GPUs perform parallel computing, which means multiple SPs work simultaneously to process tasks.
1792
128 KB (per SM)
L1 Cache
128 KB per Array
2MB
L2 Cache
2MB
25W
TDP
100W
1.3
Vulkan Version
?
Vulkan is a cross-platform graphics and compute API by Khronos Group, offering high performance and low CPU overhead. It lets developers control the GPU directly, reduces rendering overhead, and supports multi-threading and multi-core processors.
1.3
3.0
OpenCL Version
2.1
4.6
OpenGL
4.6
7.5
CUDA
-
12 (12_1)
DirectX
12 Ultimate (12_2)
None
Power Connectors
None
6.6
Shader Model
6.5
16
ROPs
?
The Raster Operations Pipeline (ROPs) is primarily responsible for handling lighting and reflection calculations in games, as well as managing effects like anti-aliasing (AA), high resolution, smoke, and fire. The more demanding the anti-aliasing and lighting effects in a game, the higher the performance requirements for the ROPs; otherwise, it may result in a sharp drop in frame rate.
64
Benchmarks
FP32 (float)
/ TFLOPS
GeForce MX550
2.757
Radeon RX 6600M
8.832
+220%
3DMark Time Spy
GeForce MX550
2380
Radeon RX 6600M
7842
+229%
Vulkan
GeForce MX550
31388
Radeon RX 6600M
73814
+135%
OpenCL
GeForce MX550
34620
Radeon RX 6600M
64427
+86%