Compare any two graphics cards:
Geforce GTX 670 vs Radeon RX 480 4GB
IntroThe Geforce GTX 670 has a clock frequency of 915 MHz and a GDDR5 memory speed of 1500 MHz. It also features a 256-bit bus, and uses a 28 nm design. It is comprised of 1344 SPUs, 112 TAUs, and 32 Raster Operation Units.
Compare those specs to the Radeon RX 480 4GB, which comes with clock speeds of 1120 MHz on the GPU, and 1750 MHz on the 4096 MB of GDDR5 RAM. It features 2304 SPUs along with 144 Texture Address Units and 32 ROPs.
BenchmarksThese are real-world performance benchmarks that were submitted by Hardware Compare users. The scores seen here are the average of all benchmarks submitted for each respective test and hardware.
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Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon RX 480 4GB will be 19% faster than the Geforce GTX 670 in general, due to its greater data rate. (explain)
Texel RateThe Radeon RX 480 4GB will be a lot (approximately 57%) more effective at AF than the Geforce GTX 670. (explain)
Pixel RateIf running with high levels of AA is important to you, then the Radeon RX 480 4GB is a better choice, and very much so. (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.
Memory Bandwidth: Memory bandwidth is the maximum amount of data (measured in MB per second) that can be transferred over the external memory interface within a second. It's calculated by multiplying the card's interface width by its memory speed. If it uses DDR type RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed per second. This number is worked out by multiplying the total number of texture units by the core clock speed of the chip. The higher the texel rate, the better the 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 the video card can possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount 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 filling the screen with pixels (the image). The actual pixel rate also depends on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.