Compare any two graphics cards:
GeForce GTX 980M vs Radeon RX 460
IntroThe GeForce GTX 980M features a core clock speed of 1038 MHz and a GDDR5 memory frequency of 1000 MHz. It also features a 256-bit bus, and uses a 28 nm design. It is made up of 1536 SPUs, 96 Texture Address Units, and 64 Raster Operation Units.
Compare those specs to the Radeon RX 460, which has a clock speed of 1090 MHz and a GDDR5 memory speed of 1750 MHz. It also features a 128-bit bus, and uses a 14 nm design. It features 896 SPUs, 56 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 980M should be 14% quicker than the Radeon RX 460 overall, due to its greater bandwidth. (explain)
Texel RateThe GeForce GTX 980M will be much (about 63%) faster with regards to anisotropic filtering than the Radeon RX 460. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GTX 980M is the winner, by a large margin. (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 maximum amount of data (measured in megabytes per second) that can be transferred over the external memory interface in a second. It is worked out by multiplying the card's interface width by the speed of its memory. If it uses DDR RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, the better 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 applied in one second. This is worked out by multiplying the total number of texture units by the core speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.