Compare any two graphics cards:
GeForce GTX 950 vs Radeon RX 460
IntroThe GeForce GTX 950 features a GPU core clock speed of 1024 MHz, and the 2048 MB of GDDR5 memory runs at 1652 MHz through a 128-bit bus. It also is comprised of 768 Stream Processors, 48 TAUs, and 32 Raster Operation Units.
Compare that to the Radeon RX 460, which comes with GPU clock speed of 1090 MHz, and 4096 MB of GDDR5 RAM set to run at 1750 MHz through a 128-bit bus. It also features 896 Stream Processors, 56 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon RX 460 should theoretically be a small bit faster than the GeForce GTX 950 overall. (explain)
Texel RateThe Radeon RX 460 is a lot (more or less 24%) faster with regards to AF than the GeForce GTX 950. (explain)
Pixel RateThe GeForce GTX 950 should be a lot (about 88%) faster with regards to full screen anti-aliasing than the Radeon RX 460, and will be capable of handling higher screen resolutions while still performing well. (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 (in units of MB per second) that can be transported across the external memory interface in one second. It's calculated by multiplying the card's interface width by its memory clock speed. In the case of DDR type RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, 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 can be processed per second. This is worked out by multiplying the total amount of texture units by the core speed of the chip. The higher the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly record 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 the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.