Compare any two graphics cards:
GeForce GTX 460 1GB vs Radeon R7 360
IntroThe GeForce GTX 460 1GB comes with a GPU core clock speed of 675 MHz, and the 1024 MB of GDDR5 memory is set to run at 900 MHz through a 256-bit bus. It also features 336 Stream Processors, 56 Texture Address Units, and 32 ROPs.
Compare all that to the Radeon R7 360, which comes with a core clock speed of 1050 MHz and a GDDR5 memory speed of 1625 MHz. It also makes use of a 128-bit memory bus, and makes use of a 28 nm design. It is comprised of 768 SPUs, 48 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 460 1GB should be a little bit faster than the Radeon R7 360 in general. (explain)
Texel RateThe Radeon R7 360 should be much (about 33%) faster with regards to texture filtering than the GeForce GTX 460 1GB. (explain)
Pixel RateThe GeForce GTX 460 1GB will be a lot (about 29%) better at anti-aliasing than the Radeon R7 360, and able to handle higher resolutions more effectively. (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: Bandwidth is the maximum amount of data (measured in MB per second) that can be moved past the external memory interface in a second. The number is calculated by multiplying the card's bus width by its memory speed. If the card has DDR memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This is worked out by multiplying the total texture units of the card by the core speed of the chip. The better the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly write to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called 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 - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.