Compare any two graphics cards:
Radeon R7 260X vs Radeon RX 460
IntroThe Radeon R7 260X comes with a core clock speed of 1100 MHz and a GDDR5 memory frequency of 1625 MHz. It also makes use of a 128-bit bus, and uses a 28 nm design. It is comprised of 896 SPUs, 56 Texture Address Units, and 16 ROPs.
Compare those specifications to the Radeon RX 460, which has a GPU core clock speed of 1090 MHz, and 4096 MB of GDDR5 memory running at 1750 MHz through a 128-bit bus. It also is comprised of 896 SPUs, 56 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the Radeon RX 460 should theoretically be a little bit better than the Radeon R7 260X overall. (explain)
Texel RateThe Radeon R7 260X is a little bit (approximately 1%) better at AF than the Radeon RX 460. (explain)
Pixel RateIf running with high levels of AA is important to you, then the Radeon R7 260X is the winner, 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 (counted in MB per second) that can be transferred past the external memory interface within a second. The number is worked out by multiplying the bus width by the speed of its memory. In the case of DDR memory, the result should be multiplied by 2 once 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 anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This figure is calculated by multiplying the total texture units of the card by the core speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the max fill rate.