Compare any two graphics cards:
GeForce GTX 560 vs Radeon RX 460
IntroThe GeForce GTX 560 makes use of a 40 nm design. nVidia has set the core speed at 810 MHz. The GDDR5 memory runs at a frequency of 1001 MHz on this particular model. It features 336 SPUs as well as 56 TAUs and 32 ROPs.
Compare all that to the Radeon RX 460, which makes use of a 14 nm design. AMD has clocked the core frequency at 1090 MHz. The GDDR5 RAM runs at a speed of 1750 MHz on this specific model. It features 896 SPUs as well as 56 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 560, in theory, should be a bit faster than the Radeon RX 460 overall. (explain)
Texel RateThe Radeon RX 460 is quite a bit (approximately 35%) better at anisotropic filtering than the GeForce GTX 560. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTX 560 is a better choice, and very much so. (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 information (counted in MB per second) that can be transported across the external memory interface in a second. It is calculated by multiplying the card's interface width by the speed of its memory. If the card has DDR memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better 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 processed per second. This is worked out by multiplying the total number of texture units of the card 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 per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly record to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.