Compare any two graphics cards:
GeForce GTX 580 vs Radeon RX 480 4GB
IntroThe GeForce GTX 580 comes with core clock speeds of 772 MHz on the GPU, and 1002 MHz on the 1536 MB of GDDR5 RAM. It features 512 SPUs along with 64 TAUs and 48 Rasterization Operator Units.
Compare all that to the Radeon RX 480 4GB, which has a core clock speed of 1120 MHz and a GDDR5 memory frequency of 1750 MHz. It also makes use of a 256-bit bus, and makes use of a 14 nm design. It is comprised of 2304 SPUs, 144 Texture Address Units, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon RX 480 4GB should be just a bit faster than the GeForce GTX 580 overall. (explain)
Texel RateThe Radeon RX 480 4GB should be quite a bit (more or less 226%) more effective at AF than the GeForce GTX 580. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce GTX 580 is superior to the Radeon RX 480 4GB, not by a very large margin though. (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 (measured in MB per second) that can be moved over the external memory interface within a second. It is calculated by multiplying the card's bus width by its memory speed. If it uses DDR memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better 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 processed per second. This is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The higher this number, the better the video 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 maximum number of pixels the graphics card could possibly write to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Render Output Units 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 fill rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.