Compare any two graphics cards:
GeForce GTX 970M vs Radeon RX 460
IntroThe GeForce GTX 970M features a clock frequency of 924 MHz and a GDDR5 memory frequency of 1000 MHz. It also features a 192-bit memory bus, and uses a 28 nm design. It features 1280 SPUs, 80 TAUs, and 48 Raster Operation Units.
Compare all of that to the Radeon RX 460, which has a core clock frequency of 1090 MHz and a GDDR5 memory speed of 1750 MHz. It also features a 128-bit memory bus, and makes use of a 14 nm design. It is made up of 896 SPUs, 56 TAUs, and 16 ROPs.
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
Theoretically speaking, the Radeon RX 460 is 17% quicker than the GeForce GTX 970M overall, due to its greater data rate. (explain)
Texel RateThe GeForce GTX 970M is a lot (more or less 21%) faster with regards to anisotropic filtering than the Radeon RX 460. (explain)
Pixel RateThe GeForce GTX 970M is a lot (about 154%) more effective at anti-aliasing than the Radeon RX 460, and should be able to handle higher resolutions better. (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: Bandwidth is the largest amount of data (measured in MB per second) that can be transferred across the external memory interface in a second. It is calculated by multiplying the card's interface width by its memory speed. If the card has DDR type RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This number is calculated by multiplying the total number of texture units by the core clock speed of the chip. The better this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.