Compare any two graphics cards:
GeForce GTX 1060 vs Radeon RX 480 4GB
IntroThe GeForce GTX 1060 features a clock frequency of 1506 MHz and a GDDR5 memory speed of 2000 MHz. It also features a 192-bit memory bus, and makes use of a 16 nm design. It is comprised of 1280 SPUs, 80 Texture Address Units, and 48 ROPs.
Compare all that to the Radeon RX 480 4GB, which features core speeds of 1120 MHz on the GPU, and 1750 MHz on the 4096 MB of GDDR5 memory. It features 2304 SPUs as well as 144 TAUs and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon RX 480 4GB will be 17% quicker than the GeForce GTX 1060 overall, because of its greater data rate. (explain)
Texel RateThe Radeon RX 480 4GB will be much (about 34%) faster with regards to texture filtering than the GeForce GTX 1060. (explain)
Pixel RateThe GeForce GTX 1060 will be much (about 102%) more effective at FSAA than the Radeon RX 480 4GB, and will be capable of handling higher screen resolutions more effectively. (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 maximum amount of information (counted in MB per second) that can be moved over the external memory interface in one second. It's calculated by multiplying the card's interface width by the speed of its memory. In the case of DDR type RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This number is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The better the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output 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 get to the max fill rate.