Compare any two graphics cards:
GeForce GTX 950 vs Radeon RX 460
IntroThe GeForce GTX 950 features a clock frequency of 1024 MHz and a GDDR5 memory frequency of 1652 MHz. It also uses a 128-bit bus, and makes use of a 28 nm design. It is made up of 768 SPUs, 48 TAUs, and 32 Raster Operation Units.
Compare that to the Radeon RX 460, which has a clock speed of 1090 MHz and a GDDR5 memory frequency 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 Benchmarks
Power Consumption (Max TDP)
Performance-wise, the Radeon RX 460 should in theory be a bit better than the GeForce GTX 950 overall. (explain)
Texel RateThe Radeon RX 460 is a lot (about 24%) better at texture filtering than the GeForce GTX 950. (explain)
Pixel RateThe GeForce GTX 950 should be much (about 88%) more effective at AA than the Radeon RX 460, and also should be capable of handling higher 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: Bandwidth is the largest amount of data (in units of megabytes per second) that can be moved across the external memory interface in one second. It's calculated by multiplying the bus width by its memory speed. If it uses DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This is calculated by multiplying the total number of texture units by the core clock 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 processed per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly write to its 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 core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill 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 potential to reach the max fill rate.