Compare any two graphics cards:
Radeon HD 7850 vs Radeon R7 260X
IntroThe Radeon HD 7850 has core speeds of 860 MHz on the GPU, and 1200 MHz on the 2048 MB of GDDR5 RAM. It features 1024 SPUs along with 64 TAUs and 32 ROPs.
Compare all that to the Radeon R7 260X, which features core clock speeds of 1100 MHz on the GPU, and 1625 MHz on the 2048 MB of GDDR5 RAM. It features 896 SPUs along with 56 Texture Address Units and 16 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the Radeon HD 7850 should theoretically be much better than the Radeon R7 260X in general. (explain)
Texel RateThe Radeon R7 260X is a bit (approximately 12%) faster with regards to anisotropic filtering than the Radeon HD 7850. (explain)
Pixel RateIf using high levels of AA is important to you, then the Radeon HD 7850 is the winner, by far. (explain)
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.
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.
Memory Bandwidth: Memory bandwidth is the largest amount of data (in units of MB per second) that can be moved over the external memory interface in one second. It's worked out by multiplying the bus width by its memory speed. In the case of DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster 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 number of texture map elements (texels) that can be applied per second. This figure is calculated by multiplying the total texture units by the core clock speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.