Compare any two graphics cards:
GeForce GTX 960 vs Radeon RX 460
IntroThe GeForce GTX 960 has core clock speeds of 1127 MHz on the GPU, and 1750 MHz on the 2048 MB of GDDR5 memory. It features 1024 SPUs along with 64 TAUs and 32 ROPs.
Compare all of that to the Radeon RX 460, which has clock speeds of 1090 MHz on the GPU, and 1750 MHz on the 4096 MB of GDDR5 memory. It features 896 SPUs as well as 56 TAUs and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have the exact same memory bandwidth, so theoretically they should perform the same. (explain)
Texel RateThe GeForce GTX 960 should be a bit (approximately 18%) more effective at texture filtering than the Radeon RX 460. (explain)
Pixel RateThe GeForce GTX 960 should be much (about 107%) better at full screen anti-aliasing than the Radeon RX 460, and also should be able to handle higher screen resolutions more effectively. (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 maximum amount of data (in units of MB per second) that can be moved across the external memory interface in a second. It is worked out by multiplying the interface width by its memory speed. If it uses DDR type memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster 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 in one second. This is worked out by multiplying the total texture units by the core speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly record to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of colour ROPs by the clock speed of the card. 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, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.