Compare any two graphics cards:
GeForce GTX 880M vs Radeon RX 460
IntroThe GeForce GTX 880M has a clock speed of 954 MHz and a GDDR5 memory frequency of 1000 MHz. It also uses a 256-bit memory bus, and makes use of a 28 nm design. It is made up of 1536 SPUs, 128 Texture Address Units, and 32 Raster Operation Units.
Compare those specs to the Radeon RX 460, which uses a 14 nm design. AMD has set the core speed at 1090 MHz. The GDDR5 RAM is set to run at a speed of 1750 MHz on this particular card. It features 896 SPUs as well as 56 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 880M should in theory perform a little bit faster than the Radeon RX 460 overall. (explain)
Texel RateThe GeForce GTX 880M should be much (approximately 100%) more effective at anisotropic filtering than the Radeon RX 460. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 880M is a better choice, 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: Memory bandwidth is the largest amount of information (measured in MB per second) that can be moved over the external memory interface within a second. It is calculated by multiplying the bus width by its memory speed. In the case of DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This figure is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly write to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.