Under the hood
The G550 doesn't stray too far from its predecessor. In fact, the G550 is actually pin-compatible with the G450, so there aren't many radical differences between the two. Built on a 0.18-micron process, the G550 won't be requiring a Blue Orb, especially not at a core clock speed of 125MHz.

Running at only 125MHz, the G550 does fine with passive cooling
Interestingly enough, the G550 employs a custom T&L engine and a vertex shader. Don't get too excited, though; these specialized parts are really only there to enable HeadCasting. The answer to a question no one asked, HeadCasting is so irrelevant for business users that a PR blurb wasn't even included with the package that came with the G550.
To get a handle on the G550's theoretical performance limits, let's take a look at the chip's fill rate numbers.

How does the G550 do in the memory bandwidth department? Let's take a look.

Our testing methods
The test system was set up with the following hardware:

- MadOnion 3DMark 2000 Ver 1.1
- MadOnion 3DMark 2001 Build 200
- Vulpine GLMark
- Quake III: Team Arena
- Serious Sam v1.02
- SPECviewperf 6.1.2
All the tests and methods we employed are publicly available and reproducible. If you have questions about our methods, hit our forums to talk with us about them.
Because the G550 is really only aimed at business customers, throwing a suite of 3D game benchmarks at it isn't entirely appropriate. We've included some benchmarks for comparison's sake, but for business customers, 3D scores aren't likely to be a big concern.
In something of a departure from how I traditionally review video products, the G550 spent a couple of weeks in my main workstation. I spend far too many hours a day in front of my work box, and I rarely play games. It's the perfect environment for the G550 to prove its "business" mettle.
