Compare any two graphics cards:
GeForce 9800 GT 1GB vs Radeon R7 360
IntroThe GeForce 9800 GT 1GB has a clock speed of 600 MHz and a GDDR3 memory frequency of 900 MHz. It also makes use of a 256-bit bus, and makes use of a 65/55 nm design. It features 112 SPUs, 56 Texture Address Units, and 16 ROPs.
Compare all that to the Radeon R7 360, which has clock speeds of 1050 MHz on the GPU, and 1625 MHz on the 2048 MB of GDDR5 RAM. It features 768 SPUs along with 48 TAUs and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the Radeon R7 360 should theoretically be much better than the GeForce 9800 GT 1GB overall. (explain)
Texel RateThe Radeon R7 360 is a lot (more or less 50%) better at anisotropic filtering than the GeForce 9800 GT 1GB. (explain)
Pixel RateThe Radeon R7 360 will be much (about 75%) faster with regards to FSAA than the GeForce 9800 GT 1GB, and also will be able to handle higher resolutions without slowing down too much. (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 (counted in MB per second) that can be transferred across the external memory interface in one second. The number is calculated by multiplying the interface width by the speed of its memory. In the case of DDR type RAM, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed per second. This is calculated by multiplying the total amount of texture units by the core speed of the chip. The higher the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.