Compare any two graphics cards:
Radeon R9 M380 vs Radeon RX 460
IntroThe Radeon R9 M380 comes with a GPU core clock speed of 1000 MHz, and the 4096 MB of GDDR5 RAM runs at 1500 MHz through a 128-bit bus. It also is comprised of 640 SPUs, 40 TAUs, and 16 ROPs.
Compare all of that to the Radeon RX 460, which features a clock speed of 1090 MHz and a GDDR5 memory speed of 1750 MHz. It also uses a 128-bit bus, and uses a 14 nm design. It features 896 SPUs, 56 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
In theory, the Radeon RX 460 will be 17% faster than the Radeon R9 M380 overall, because of its greater data rate. (explain)
Texel RateThe Radeon RX 460 should be quite a bit (approximately 53%) better at texture filtering than the Radeon R9 M380. (explain)
Pixel RateThe Radeon RX 460 is a bit (more or less 9%) faster with regards to AA than the Radeon R9 M380, and capable of handling higher screen 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: Memory bandwidth is the largest amount of information (counted in MB per second) that can be transported across the external memory interface in a second. It is calculated by multiplying the card's interface width by its memory speed. If the card has DDR type memory, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the card's 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 processed per second. This is calculated by multiplying the total amount of texture units by the core 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 processed in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly write to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.