GEFORCE

NVIDIA GeForce GT 555M 3 GB

NVIDIA graphics card specifications and benchmark scores

3 GB
VRAM
MHz Boost
35W
TDP
192
Bus Width

At a Glance

NVIDIA
VRAM 3 GB
Shaders 144
Bus Width 192-bit
TDP 35W
Memory Type DDR3
Architecture Fermi 2.0
nm
Process 40 nm
Released Mar 2012

NVIDIA GeForce GT 555M 3 GB Specifications

GeForce GT 555M 3 GB GPU Core

Shader units and compute resources

The NVIDIA GeForce GT 555M 3 GB GPU core specifications define its raw processing power for graphics and compute workloads. Shading units (also called CUDA cores, stream processors, or execution units depending on manufacturer) handle the parallel calculations required for rendering. TMUs (Texture Mapping Units) process texture data, while ROPs (Render Output Units) handle final pixel output. Higher shader counts generally translate to better GPU benchmark performance, especially in demanding games and 3D applications.

Shading Units
144
Shaders
144
TMUs
24
ROPs
16
SM Count
2

GT 555M 3 GB Clock Speeds

GPU and memory frequencies

Clock speeds directly impact the GeForce GT 555M 3 GB's performance in GPU benchmarks and real-world gaming. The base clock represents the minimum guaranteed frequency, while the boost clock indicates peak performance under optimal thermal conditions. Memory clock speed affects texture loading and frame buffer operations. The GeForce GT 555M 3 GB by NVIDIA dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.

GPU Clock
590 MHz
Memory Clock
900 MHz 1800 Mbps effective
Shader Clock
1180 MHz
GDDR GDDR 6X 6X

NVIDIA's GeForce GT 555M 3 GB Memory

VRAM capacity and bandwidth

VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The GeForce GT 555M 3 GB's memory capacity determines how well it handles high-resolution textures and multiple displays. Memory bandwidth, measured in GB/s, affects how quickly data moves between the GPU and VRAM. Higher bandwidth improves performance in memory-intensive scenarios like 4K gaming. The memory bus width and type (GDDR6, GDDR6X, HBM) significantly influence overall GPU benchmark scores.

Memory Size
3 GB
VRAM
3,072 MB
Memory Type
DDR3
VRAM Type
DDR3
Memory Bus
192 bit
Bus Width
192-bit
Bandwidth
43.20 GB/s

GeForce GT 555M 3 GB by NVIDIA Cache

On-chip cache hierarchy

On-chip cache provides ultra-fast data access for the GT 555M 3 GB, reducing the need to fetch data from slower VRAM. L1 and L2 caches store frequently accessed data close to the compute units. AMD's Infinity Cache (L3) dramatically increases effective bandwidth, improving GPU benchmark performance without requiring wider memory buses. Larger cache sizes help maintain high frame rates in memory-bound scenarios and reduce power consumption by minimizing VRAM accesses.

L1 Cache
64 KB (per SM)
L2 Cache
256 KB

GT 555M 3 GB Theoretical Performance

Compute and fill rates

Theoretical performance metrics provide a baseline for comparing the NVIDIA GeForce GT 555M 3 GB against other graphics cards. FP32 (single-precision) performance, measured in TFLOPS, indicates compute capability for gaming and general GPU workloads. FP64 (double-precision) matters for scientific computing. Pixel and texture fill rates determine how quickly the GPU can render complex scenes. While real-world GPU benchmark results depend on many factors, these specifications help predict relative performance levels.

FP32 (Float)
339.8 GFLOPS
FP64 (Double)
28.32 GFLOPS (1:12)
Pixel Rate
2.360 GPixel/s
Texture Rate
14.16 GTexel/s

Fermi 2.0 Architecture & Process

Manufacturing and design details

The NVIDIA GeForce GT 555M 3 GB is built on NVIDIA's Fermi 2.0 architecture, which defines how the GPU processes graphics and compute workloads. The manufacturing process node affects power efficiency, thermal characteristics, and maximum clock speeds. Smaller process nodes pack more transistors into the same die area, enabling higher performance per watt. Understanding the architecture helps predict how the GT 555M 3 GB will perform in GPU benchmarks compared to previous generations.

Architecture
Fermi 2.0
GPU Name
GF116S
Process Node
40 nm
Foundry
TSMC
Transistors
1,170 million
Die Size
238 mm²
Density
4.9M / mm²

NVIDIA's GeForce GT 555M 3 GB Power & Thermal

TDP and power requirements

Power specifications for the NVIDIA GeForce GT 555M 3 GB determine PSU requirements and thermal management needs. TDP (Thermal Design Power) indicates the heat output under typical loads, guiding cooler selection. Power connector requirements ensure adequate power delivery for stable operation during demanding GPU benchmarks. The suggested PSU wattage accounts for the entire system, not just the graphics card. Efficient power delivery enables the GeForce GT 555M 3 GB to maintain boost clocks without throttling.

TDP
35 W
TDP
35W
Power Connectors
None

GeForce GT 555M 3 GB by NVIDIA Physical & Connectivity

Dimensions and outputs

Physical dimensions of the NVIDIA GeForce GT 555M 3 GB are critical for case compatibility. Card length, height, and slot width determine whether it fits in your chassis. The PCIe interface version affects bandwidth for communication with the CPU. Display outputs define monitor connectivity options, with modern cards supporting multiple high-resolution displays simultaneously. Verify these specifications against your case and motherboard before purchasing to ensure a proper fit.

Slot Width
IGP
Bus Interface
PCIe 2.0 x16
Display Outputs
Portable Device Dependent
Display Outputs
Portable Device Dependent

NVIDIA API Support

Graphics and compute APIs

API support determines which games and applications can fully utilize the NVIDIA GeForce GT 555M 3 GB. DirectX 12 Ultimate enables advanced features like ray tracing and variable rate shading. Vulkan provides cross-platform graphics capabilities with low-level hardware access. OpenGL remains important for professional applications and older games. CUDA (NVIDIA) and OpenCL enable GPU compute for video editing, 3D rendering, and scientific applications. Higher API versions unlock newer graphical features in GPU benchmarks and games.

DirectX
12 (11_0)
DirectX
12 (11_0)
OpenGL
4.6
OpenGL
4.6
OpenCL
1.1
CUDA
2.1
Shader Model
5.1

GeForce GT 555M 3 GB Product Information

Release and pricing details

The NVIDIA GeForce GT 555M 3 GB is manufactured by NVIDIA as part of their graphics card lineup. Release date and launch pricing provide context for comparing GPU benchmark results with competing products from the same era. Understanding the product lifecycle helps evaluate whether the GeForce GT 555M 3 GB by NVIDIA represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.

Manufacturer
NVIDIA
Release Date
Mar 2012
Production
End-of-life
Predecessor
GeForce 400M
Successor
GeForce 600M

GeForce GT 555M 3 GB Benchmark Scores

No benchmark data available for this GPU.

About NVIDIA GeForce GT 555M 3 GB

How It Compares

The NVIDIA GeForce GT 555M 3 GB occupies a peculiar position in the mobile graphics landscape. It is an end-of-life product from the GeForce 500M generation, built on the Fermi 2.0 architecture with the GF116S chip. The benchmark percentile of 50 places it squarely in the middle of all GPUs ever tracked, meaning it sits at the exact median of performance — neither a standout nor a laggard. Its closest rivals list is empty in the data, which suggests that at its launch, there were no direct competitors within a narrow performance band that the database tracked as "nearest." This is unusual; most mobile GPUs of that era had at least one direct counterpart from AMD or a higher-tier sibling from NVIDIA itself.

Without rival data to cite, the positioning must rely on architectural context. The GT 555M uses the 40nm process from TSMC, with 1,170 million transistors packed into a 238 mm² die. That transistor density of 4.9M per square millimeter is modest by modern standards, but for a 2012 mobile part, it was typical. The chip is a direct descendant of the GeForce 400M series and was succeeded by the GeForce 600M line, so it represents a transitional step between those two generations. The Fermi 2.0 architecture brings with it mature DirectX 12 (11_0) support and OpenGL 4.6, which means it can run modern APIs at a baseline level, even if performance is not competitive with contemporary parts.

The slot width is listed as "IGP" (integrated graphics processor), which is a critical detail for laptop buyers. This is not a discrete card that can be swapped or upgraded; it is soldered onto the motherboard. Power connectors are listed as "None," and the TDP is a modest 35W. That low thermal envelope means the GT 555M was designed for thin-and-light laptops where battery life and heat management matter more than raw frame rates. The bus interface is PCIe 2.0 x16, which was standard for its time, and display outputs are "Portable Device Dependent," meaning the actual ports depend entirely on the laptop manufacturer's design.

Ray Tracing and Feature Set

The GT 555M has no ray tracing cores and no tensor cores. These fields are null in the data, which is expected for a Fermi 2.0 architecture part from 2012. Hardware-accelerated ray tracing did not exist in consumer GPUs until much later, and tensor cores for AI workloads were introduced years after this chip's release. The absence of these features is not a deficiency for its era — it simply predates them. What the GT 555M does offer is a fixed-function pipeline that supports DirectX 12 (11_0) and OpenGL 4.6. The "12 (11_0)" designation means it can run DirectX 12 titles, but only at the feature level 11_0, which omits many of the more advanced DX12 features like bindless resources or enhanced barriers. This is a compatibility feature, not a performance feature.

Vulkan support is listed as null, which means the drivers for this GPU do not expose the Vulkan API. For games that require Vulkan, the GT 555M will not run them, regardless of other specifications. This is a notable limitation, as many modern titles and emulators rely on Vulkan for performance and compatibility. OpenGL 4.6 support is solid, so older games and applications that use OpenGL will work, but the performance ceiling is low given the hardware's age. The shading units number 144, with 24 texture mapping units and 16 raster operations pipelines. These are fixed-function counts that determine the chip's throughput for pixel and texture work. The pixel rate is 2.360 GPixel/s, and the texture rate is 14.16 GTexel/s. These numbers are low by modern standards, but they define what the GPU can physically output.

Benchmark Performance

The average benchmark score for the GT 555M is 0, and the benchmark array is empty. This is a data artifact — no standardized benchmark results were recorded in the database for this specific SKU. The percentile of 50 is the only quantitative performance indicator available, and it tells a story: half of all GPUs are slower, half are faster. This is a perfectly median position, which for a mobile part from 2012 is actually a reasonable outcome. It was never a high-end chip, but it was not a bottom-tier one either. The FP32 performance is 339.8 GFLOPS, which is a theoretical peak derived from the shading units and clock speeds. This number is useful for understanding the compute ceiling, but real-world gaming performance depends on many other factors.

Without rival scores or delta percentages, the analysis must focus on what the specifications imply. The memory clock is 900 MHz with an effective data rate of 1800 Mbps. The 3 GB of DDR3 memory sits on a 192-bit bus, yielding a bandwidth of 43.20 GB/s. This is the single most limiting factor for high-resolution gaming. A 43.20 GB/s bandwidth is low even for 2012; it means that at 1080p, the GPU will run out of memory bandwidth long before it runs out of compute. The FP32 throughput of 339.8 GFLOPS, combined with the low bandwidth, suggests that the GT 555M is best suited for 720p gaming at medium settings, or 1080p at low settings for older titles.

The texture rate of 14.16 GTexel/s and pixel rate of 2.360 GPixel/s further constrain performance. For comparison, a modern entry-level mobile GPU has texture rates in the hundreds of GTexel/s. The GT 555M's numbers are a reminder of how far mobile graphics have come. The 16 ROPs are also a bottleneck for anti-aliasing and high resolutions; at 1080p with 4x MSAA, the pixel fill rate will be strained. The data shows a chip that was adequate for its time but is now firmly in legacy territory. The 35W TDP is the saving grace — it allows the GPU to be passively cooled in some laptops, and it won't tax the battery as heavily as higher-end parts.

Who Should Consider It

The GT 555M is not a GPU for modern gaming at high settings. The data points to a clear profile: 144 shading units, 16 ROPs, and 43.20 GB/s of bandwidth. This is a 720p-class part. At 720p, the GPU can handle older titles (pre-2015) at medium to high settings, and lighter esports titles at high settings. At 1080p, expect to drop to low settings and accept frame rates in the 30-45 range for most games released after 2013. The 3 GB VRAM is generous for the era, but the DDR3 type and 192-bit bus mean that the extra capacity won't help at higher resolutions — the bandwidth simply isn't there to feed the GPU.

Users who should consider this GPU are those with specific legacy needs. If you have an old laptop with a dead GPU and want to replace the motherboard with a GT 555M-equipped one for basic productivity or retro gaming, this fits. It supports DirectX 12 (11_0) and OpenGL 4.6, so older games that use these APIs will run. The 35W TDP means it can fit in laptops without active cooling, which is rare for a discrete GPU. For anyone expecting to play recent AAA titles, the empty benchmark data and the 50th percentile position are clear warnings — this is not a capable modern gaming GPU.

The memory subsystem, with 3 GB of DDR3 on a 192-bit bus, is the defining characteristic. At 1366x768 (the native resolution of most laptops from that era), the 43.20 GB/s bandwidth is sufficient for texture streaming in older games. At 1920x1080, the bandwidth becomes a severe bottleneck, causing stuttering and texture pop-in. The pixel rate of 2.360 GPixel/s means that even at 1080p, the GPU can only output 2.36 billion pixels per second — a 1080p frame is about 2.07 million pixels, so the GPU can theoretically render just over one full frame per millisecond, but that's only the rasterization stage, not the shading or texturing. Real-world performance will be far lower.

FAQ

Q: Does the GT 555M support DirectX 12?

A: Yes, it supports DirectX 12 at feature level 11_0. This means it can run DX12 games, but without the advanced features of full DX12 support, and performance will be limited.

Q: Can this GPU handle 1080p gaming?

A: The data shows 43.20 GB/s of memory bandwidth and 2.360 GPixel/s pixel rate. These are too low for smooth 1080p gaming in modern titles. It is best suited for 720p or 1366x768 with lower settings.

Q: What is the memory configuration?

A: It has 3 GB of DDR3 memory on a 192-bit bus, with a bandwidth of 43.20 GB/s. The memory clock is 900 MHz with an effective 1800 Mbps data rate.

Q: Does it have ray tracing or tensor cores?

A: No. The data lists both rtCores and tensorCores as null. This architecture predates hardware ray tracing and AI tensor cores.

Q: What is the power consumption?

A: The TDP is 35W, and it uses no power connectors. It is designed as an integrated graphics processor (IGP), meaning it's soldered to the motherboard.

Q: Is this GPU still in production?

A: No, the production status is "End-of-life." It was released on 2012-03-25 and has been succeeded by the GeForce 600M series.

Memory Subsystem

The GT 555M's memory subsystem is a study in trade-offs. It offers 3 GB of DDR3 memory — a large capacity for a 2012 mobile part — but pairs it with a 192-bit bus and a memory clock of 900 MHz, resulting in an effective data rate of 1800 Mbps. The total bandwidth is 43.20 GB/s. This is a classic capacity-over-bandwidth design: plenty of memory for large textures and high-resolution assets, but not enough throughput to move that data quickly. For a GPU with 144 shading units and 16 ROPs, the bandwidth is the primary limiter. The FP32 performance of 339.8 GFLOPS is roughly in line with the bandwidth; neither is particularly high, but they are balanced in the sense that neither is grossly over- or under-provisioned relative to the other.

What this means in practice is that the 3 GB VRAM is most useful for games that load large texture packs but don't require fast streaming. Older games with large, static texture sets will benefit from the capacity. Modern games that stream textures dynamically will stutter because the 43.20 GB/s bandwidth cannot keep up with the demand. At 1080p, a modern game might need 20-30 GB/s just for texture streaming, leaving little headroom for other memory operations. The 192-bit bus is wider than the 128-bit buses found on many entry-level parts, which helps, but the DDR3 type is the bottleneck.

The pixel rate of 2.360 GPixel/s and texture rate of 14.16 GTexel/s further illustrate the limitations. These rates are derived from the 16 ROPs and 24 TMUs running at the chip's clock speed. For a 35W part, these numbers are respectable, but they cap the GPU at 720p-class workloads. The 3 GB VRAM will never be fully utilized at 720p, which means the capacity is effectively wasted for most gaming scenarios. The memory subsystem is a classic example of a mid-range mobile GPU from 2012: adequate for its intended resolution and settings, but unable to punch above its weight class.

The AMD Equivalent of GeForce GT 555M 3 GB

Looking for a similar graphics card from AMD? The AMD Radeon RX 480 offers comparable performance and features in the AMD lineup.

AMD Radeon RX 480

AMD • 8 GB VRAM

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