Compare any two graphics cards:
Geforce GTX 680 vs Radeon RX 470
IntroThe Geforce GTX 680 has a GPU core speed of 1006 MHz, and the 2048 MB of GDDR5 memory is set to run at 1502 MHz through a 256-bit bus. It also features 1536 Stream Processors, 128 TAUs, and 32 Raster Operation Units.
Compare all of that to the Radeon RX 470, which features GPU clock speed of 926 MHz, and 8192 MB of GDDR5 memory set to run at 1650 MHz through a 256-bit bus. It also is comprised of 2048 SPUs, 128 Texture Address Units, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon RX 470 should be 10% faster than the Geforce GTX 680 in general, because of its higher data rate. (explain)
Texel RateThe Geforce GTX 680 is a little bit (more or less 9%) faster with regards to AF than the Radeon RX 470. (explain)
Pixel RateIf using a high resolution is important to you, then the Geforce GTX 680 is superior to the Radeon RX 470, but only just. (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 (measured in MB per second) that can be transferred over the external memory interface in a second. The number is worked out by multiplying the bus width by its memory clock speed. In the case of DDR type memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed in one second. This is worked out by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better this number, 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 most pixels that the graphics card 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 clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.