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GeForce GTX 980M vs Radeon RX 460

Intro

The GeForce GTX 980M makes use of a 28 nm design. nVidia has set the core frequency at 1038 MHz. The GDDR5 RAM works at a frequency of 1000 MHz on this card. It features 1536 SPUs as well as 96 Texture Address Units and 64 ROPs.

Compare all that to the Radeon RX 460, which features GPU core speed of 1090 MHz, and 4096 MB of GDDR5 RAM running at 1750 MHz through a 128-bit bus. It also is comprised of 896 Stream Processors, 56 TAUs, and 16 ROPs.

Display Graphs

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Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon RX 460 75 Watts
GeForce GTX 980M 100 Watts
Difference: 25 Watts (33%)

Memory Bandwidth

As far as performance goes, the GeForce GTX 980M should theoretically be a little bit superior to the Radeon RX 460 in general. (explain)

GeForce GTX 980M 128000 MB/sec
Radeon RX 460 112000 MB/sec
Difference: 16000 (14%)

Texel Rate

The GeForce GTX 980M should be a lot (about 63%) faster with regards to texture filtering than the Radeon RX 460. (explain)

GeForce GTX 980M 99648 Mtexels/sec
Radeon RX 460 61040 Mtexels/sec
Difference: 38608 (63%)

Pixel Rate

The GeForce GTX 980M should be a lot (more or less 281%) faster with regards to anti-aliasing than the Radeon RX 460, and able to handle higher screen resolutions without slowing down too much. (explain)

GeForce GTX 980M 66432 Mpixels/sec
Radeon RX 460 17440 Mpixels/sec
Difference: 48992 (281%)

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.

Price Comparison

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GeForce GTX 980M

Amazon.com

Radeon RX 460

Amazon.com

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.

Specifications

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Model GeForce GTX 980M Radeon RX 460
Manufacturer nVidia AMD
Year October 7 2014 August 2016
Code Name GM204 Polaris 11
Memory 4096 MB 4096 MB
Core Speed 1038 MHz 1090 MHz
Memory Speed 4000 MHz 7000 MHz
Power (Max TDP) 100 watts 75 watts
Bandwidth 128000 MB/sec 112000 MB/sec
Texel Rate 99648 Mtexels/sec 61040 Mtexels/sec
Pixel Rate 66432 Mpixels/sec 17440 Mpixels/sec
Unified Shaders 1536 896
Texture Mapping Units 96 56
Render Output Units 64 16
Bus Type GDDR5 GDDR5
Bus Width 256-bit 128-bit
Fab Process 28 nm 14 nm
Transistors (Unknown) million 3000 million
Bus PCIe 3.0 x16 PCIe 3.0 x16
DirectX Version DirectX 12 DirectX 12.0
OpenGL Version OpenGL 4.5 OpenGL 4.5

Memory Bandwidth: Bandwidth is the maximum amount of information (in units of megabytes per second) that can be transferred over the external memory interface within a second. The number is worked out by multiplying the bus width by the speed of its memory. In the case of DDR RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better 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 texture map elements (texels) that are applied per second. This number is calculated by multiplying the total amount of texture units by the core speed of the chip. The higher the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.

Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly write to its local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.

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