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Geforce GTX 690 vs Radeon RX 470

Intro

The Geforce GTX 690 features a GPU core clock speed of 915 MHz, and the 2048 MB of GDDR5 memory is set to run at 1502 MHz through a 256-bit bus. It also is comprised of 1536 SPUs, 128 TAUs, and 32 ROPs.

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 features a 256-bit bus, and makes use of a 14 nm design. It is comprised of 2048 SPUs, 128 Texture Address Units, and 32 ROPs.

Display Graphs

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Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon RX 470 120 Watts
Geforce GTX 690 300 Watts
Difference: 180 Watts (150%)

Memory Bandwidth

The Geforce GTX 690 should in theory perform quite a bit faster than the Radeon RX 470 overall. (explain)

Geforce GTX 690 384512 MB/sec
Radeon RX 470 211200 MB/sec
Difference: 173312 (82%)

Texel Rate

The Geforce GTX 690 is a lot (more or less 98%) better at texture filtering than the Radeon RX 470. (explain)

Geforce GTX 690 234240 Mtexels/sec
Radeon RX 470 118528 Mtexels/sec
Difference: 115712 (98%)

Pixel Rate

If running with high levels of AA is important to you, then the Geforce GTX 690 is superior to the Radeon RX 470, by far. (explain)

Geforce GTX 690 58560 Mpixels/sec
Radeon RX 470 29632 Mpixels/sec
Difference: 28928 (98%)

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.

One or more cards in this comparison are multi-core. This means that their bandwidth, texel and pixel rates are theoretically doubled - this does not mean the card will actually perform twice as fast, but only that it should in theory be able to. Actual game benchmarks will give a more accurate idea of what it's capable of.

Price Comparison

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Geforce GTX 690

Amazon.com

Radeon RX 470

Amazon.com

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.

Specifications

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Model Geforce GTX 690 Radeon RX 470
Manufacturer nVidia AMD
Year April 2012 August 2016
Code Name GK104 Polaris 10
Memory 2048 MB (x2) 8192 MB
Core Speed 915 MHz (x2) 926 MHz
Memory Speed 6008 MHz (x2) 6600 MHz
Power (Max TDP) 300 watts 120 watts
Bandwidth 384512 MB/sec 211200 MB/sec
Texel Rate 234240 Mtexels/sec 118528 Mtexels/sec
Pixel Rate 58560 Mpixels/sec 29632 Mpixels/sec
Unified Shaders 1536 (x2) 2048
Texture Mapping Units 128 (x2) 128
Render Output Units 32 (x2) 32
Bus Type GDDR5 GDDR5
Bus Width 256-bit (x2) 256-bit
Fab Process 28 nm 14 nm
Transistors 3540 million 5700 million
Bus PCIe 3.0 x16 PCIe 3.0 x16
DirectX Version DirectX 11.0 DirectX 12.0
OpenGL Version OpenGL 4.2 OpenGL 4.5

Memory Bandwidth: Memory bandwidth is the largest amount of information (counted in megabytes per second) that can be transported across the external memory interface in one second. It's calculated by multiplying the bus width by the speed of its memory. In the case of DDR memory, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better 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 amount of texture map elements (texels) that can be applied per second. This number is calculated by multiplying the total number of texture units by the core speed of the chip. The higher the texel rate, 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 record to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.

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