Compare any two graphics cards:
GeForce 9800 GTX vs Radeon R9 M365X
IntroThe GeForce 9800 GTX has a core clock speed of 675 MHz and a GDDR3 memory speed of 1100 MHz. It also uses a 256-bit memory bus, and uses a 65 nm design. It is comprised of 128 SPUs, 64 Texture Address Units, and 16 ROPs.
Compare all of that to the Radeon R9 M365X, which comes with a core clock speed of 925 MHz and a GDDR5 memory speed of 1125 MHz. It also features a 128-bit memory bus, and uses a 28 nm design. It is made up of 640 SPUs, 40 TAUs, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
The Radeon R9 M365X, in theory, should be a little bit faster than the GeForce 9800 GTX overall. (explain)
Texel RateThe GeForce 9800 GTX should be just a bit (approximately 17%) better at anisotropic filtering than the Radeon R9 M365X. (explain)
Pixel RateThe Radeon R9 M365X is quite a bit (approximately 37%) faster with regards to FSAA than the GeForce 9800 GTX, and also capable of handling higher screen resolutions while still performing well. (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 largest amount of data (in units of megabytes per second) that can be transferred across the external memory interface in a second. The number is worked out by multiplying the bus width by its memory speed. If it uses DDR type RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly write to its local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.