Compare any two graphics cards:
Nvidia Titan X vs Radeon R9 290
IntroThe Nvidia Titan X features a clock speed of 1417 MHz and a GDDR5X memory speed of 1251 MHz. It also makes use of a 384-bit bus, and makes use of a 16 nm design. It features 3584 SPUs, 224 Texture Address Units, and 96 ROPs.
Compare that to the Radeon R9 290, which features a clock frequency of 800 MHz and a GDDR5 memory frequency of 1250 MHz. It also features a 512-bit bus, and makes use of a 28 nm design. It features 2560 SPUs, 160 TAUs, and 64 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the Nvidia Titan X should perform a lot faster than the Radeon R9 290 overall. (explain)
Texel RateThe Nvidia Titan X is a lot (approximately 148%) better at texture filtering than the Radeon R9 290. (explain)
Pixel RateThe Nvidia Titan X is quite a bit (about 166%) better at anti-aliasing than the Radeon R9 290, and will be 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: Memory bandwidth is the maximum amount of information (measured in megabytes per second) that can be transported over the external memory interface within a second. It is calculated by multiplying the card's interface width by its memory clock speed. In the case of DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed per second. This is worked out by multiplying the total number of texture units of the card 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 applied in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly write to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the max fill rate.