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 works at a speed of 1001 MHz on this particular model. It features 336 SPUs as well as 56 TAUs and 32 Rasterization Operator Units.
Compare those specifications to the Radeon RX 460, which comes with core clock speeds of 1090 MHz on the GPU, and 1750 MHz on the 4096 MB of GDDR5 RAM. It features 896 SPUs along with 56 Texture Address Units and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 560 should be a small bit faster than the Radeon RX 460 in general. (explain)
Texel RateThe Radeon RX 460 should be a lot (about 35%) better at anisotropic filtering than the GeForce GTX 560. (explain)
Pixel RateThe GeForce GTX 560 will be much (about 49%) more effective at FSAA than the Radeon RX 460, and also will be capable of handling 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: Memory bandwidth is the max amount of information (in units of MB per second) that can be moved over the external memory interface within a second. The number is calculated by multiplying the card's interface width by the speed of its memory. In the case of DDR type memory, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This is worked out 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 in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.