Compare any two graphics cards:
GeForce GTX 970 vs Radeon RX 470
IntroThe GeForce GTX 970 has core clock speeds of 1050 MHz on the GPU, and 1750 MHz on the 4096 MB of GDDR5 memory. It features 1664 SPUs as well as 104 TAUs and 64 Rasterization Operator Units.
Compare all that to the Radeon RX 470, which has a core clock speed of 926 MHz and a GDDR5 memory speed of 1650 MHz. It also makes use of a 256-bit bus, and makes use of a 14 nm design. It is made up of 2048 SPUs, 128 Texture Address Units, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 970 should in theory be a little bit better than the Radeon RX 470 in general. (explain)
Texel RateThe Radeon RX 470 is a little bit (more or less 9%) faster with regards to anisotropic filtering than the GeForce GTX 970. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTX 970 is superior to the Radeon RX 470, by far. (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 data (measured in megabytes per second) that can be transferred across the external memory interface in a second. It's worked out by multiplying the interface width by the speed of its memory. If the card has DDR type memory, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the 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 texture map elements (texels) that can be processed per second. This is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly record to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.