Compare any two graphics cards:
GeForce GTX 1060 vs Radeon RX 470
IntroThe GeForce GTX 1060 comes with clock speeds of 1506 MHz on the GPU, and 2000 MHz on the 6144 MB of GDDR5 RAM. It features 1280 SPUs along with 80 TAUs and 48 Rasterization Operator Units.
Compare those specifications to the Radeon RX 470, which comes with a clock speed of 926 MHz and a GDDR5 memory speed of 1650 MHz. It also features a 256-bit bus, and uses a 14 nm design. It features 2048 SPUs, 128 Texture Address Units, and 32 ROPs.
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
Performance-wise, the Radeon RX 470 should theoretically be a bit superior to the GeForce GTX 1060 in general. (explain)
Texel RateThe GeForce GTX 1060 will be a bit (about 2%) faster with regards to texture filtering than the Radeon RX 470. (explain)
Pixel RateThe GeForce GTX 1060 is quite a bit (approximately 144%) more effective at anti-aliasing than the Radeon RX 470, and also will be capable of handling higher resolutions without losing too much performance. (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 (measured in megabytes per second) that can be moved across the external memory interface within a second. The number is calculated by multiplying the bus width by its memory speed. In the case of DDR memory, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This figure is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly write to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.