Compare any two graphics cards:
GeForce GTX 980M vs Radeon RX 460
IntroThe GeForce GTX 980M comes with core clock speeds of 1038 MHz on the GPU, and 1000 MHz on the 4096 MB of GDDR5 RAM. It features 1536 SPUs as well as 96 Texture Address Units and 64 ROPs.
Compare those specs to the Radeon RX 460, which features a core clock frequency 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 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 980M should theoretically be a bit superior to the Radeon RX 460 in general. (explain)
Texel RateThe GeForce GTX 980M is quite a bit (more or less 63%) better at AF than the Radeon RX 460. (explain)
Pixel RateIf running with a high resolution 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 max amount of information (measured in MB per second) that can be moved across the external memory interface within a second. It is worked out by multiplying the card's interface width by the speed of its memory. In the case of DDR memory, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, 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 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 of the card by the core speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly write to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.