Compare any two graphics cards:
GeForce GTX 970M vs Radeon RX 460
IntroThe GeForce GTX 970M features a GPU core clock speed of 924 MHz, and the 3072 MB of GDDR5 memory runs at 1000 MHz through a 192-bit bus. It also is comprised of 1280 SPUs, 80 Texture Address Units, and 48 ROPs.
Compare all that to the Radeon RX 460, which has a GPU core clock speed of 1090 MHz, and 4096 MB of GDDR5 memory running at 1750 MHz through a 128-bit bus. It also features 896 Stream Processors, 56 Texture Address Units, and 16 Raster Operation Units.
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
In theory, the Radeon RX 460 should be 17% quicker than the GeForce GTX 970M in general, because of its higher data rate. (explain)
Texel RateThe GeForce GTX 970M will be much (approximately 21%) more effective at texture filtering than the Radeon RX 460. (explain)
Pixel RateThe GeForce GTX 970M should be much (about 154%) better at full screen anti-aliasing than the Radeon RX 460, and should be capable of handling higher 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 max amount of data (counted in MB per second) that can be transferred past the external memory interface in a second. It's calculated by multiplying the bus width by its memory speed. If it uses DDR RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This figure is worked out by multiplying the total number of texture units by the core clock speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly record to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Raster Operations Pipelines by the the card's 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 of the card - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.