Compare any two graphics cards:
Radeon R7 360 vs Radeon RX 460
IntroThe Radeon R7 360 makes use of a 28 nm design. AMD has set the core speed at 1050 MHz. The GDDR5 memory is set to run at a frequency of 1625 MHz on this specific card. It features 768 SPUs as well as 48 Texture Address Units and 16 ROPs.
Compare that to the Radeon RX 460, which has a GPU core clock speed of 1090 MHz, and 4096 MB of GDDR5 memory set to run at 1750 MHz through a 128-bit bus. It also features 896 Stream Processors, 56 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon RX 460 should be a little bit faster than the Radeon R7 360 overall. (explain)
Texel RateThe Radeon RX 460 should be quite a bit (more or less 21%) better at anisotropic filtering than the Radeon R7 360. (explain)
Pixel RateIf using a high screen resolution is important to you, then the Radeon RX 460 is superior to the Radeon R7 360, though only just barely. (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 maximum amount of information (in units of megabytes per second) that can be transported past the external memory interface in a second. It is worked out by multiplying the card's interface width by its memory speed. If it uses DDR RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed per second. This is worked out by multiplying the total amount of texture units by the core speed of the chip. The higher this number, the better the 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 the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the max fill rate.