Compare any two graphics cards:
GeForce GTS 250 512MB vs Radeon R7 M260X
IntroThe GeForce GTS 250 512MB features core clock speeds of 738 MHz on the GPU, and 1100 MHz on the 512 MB of GDDR3 RAM. It features 128 SPUs as well as 64 TAUs and 16 ROPs.
Compare those specs to the Radeon R7 M260X, which uses a 28 nm design. AMD has clocked the core frequency at 825 MHz. The GDDR5 RAM works at a frequency of 1000 MHz on this specific card. It features 384 SPUs along with 24 Texture Address Units and 8 ROPs.
Power Usage and Theoretical Benchmarks
As far as performance goes, the GeForce GTS 250 512MB should in theory be a small bit superior to the Radeon R7 M260X in general. (explain)
Texel RateThe GeForce GTS 250 512MB should be quite a bit (approximately 139%) faster with regards to anisotropic filtering than the Radeon R7 M260X. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTS 250 512MB is superior to the Radeon R7 M260X, by far. (explain)
Memory Bandwidth: Memory bandwidth is the largest amount of information (measured in MB per second) that can be moved past the external memory interface within a second. The number is worked out by multiplying the interface width by the speed of its memory. If it uses DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied in one second. This figure is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly write to its local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.