Compare any two graphics cards:
GeForce GTX 480 vs Radeon R9 M395X
IntroThe GeForce GTX 480 has clock speeds of 700 MHz on the GPU, and 924 MHz on the 1536 MB of GDDR5 RAM. It features 480 SPUs along with 60 Texture Address Units and 48 ROPs.
Compare all of that to the Radeon R9 M395X, which features a clock frequency of 723 MHz and a GDDR5 memory frequency of 1250 MHz. It also features a 256-bit memory bus, and uses a 28 nm design. It features 2048 SPUs, 128 TAUs, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 480 should be a little bit faster than the Radeon R9 M395X in general. (explain)
Texel RateThe Radeon R9 M395X will be a lot (approximately 120%) more effective at anisotropic filtering than the GeForce GTX 480. (explain)
Pixel RateThe GeForce GTX 480 will be a lot (about 45%) better at full screen anti-aliasing than the Radeon R9 M395X, and capable of handling higher screen resolutions better. (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 max amount of information (in units of MB per second) that can be transferred across the external memory interface in one second. The number is calculated by multiplying the card's interface width by its memory clock speed. In the case of DDR type memory, it should be multiplied by 2 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, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This is calculated by multiplying the total amount of texture units by the core speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum amount 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 calculated by multiplying the amount of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.