Compare any two graphics cards:
GeForce GTX 550 Ti vs Radeon RX 460
IntroThe GeForce GTX 550 Ti features a core clock speed of 900 MHz and a GDDR5 memory speed of 1026 MHz. It also makes use of a 192-bit bus, and makes use of a 40 nm design. It is made up of 192 SPUs, 32 Texture Address Units, and 24 Raster Operation Units.
Compare those specs to the Radeon RX 460, which uses a 14 nm design. AMD has set the core frequency at 1090 MHz. The GDDR5 RAM is set to run at a frequency of 1750 MHz on this particular model. It features 896 SPUs along with 56 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the Radeon RX 460 should theoretically be just a bit superior to the GeForce GTX 550 Ti in general. (explain)
Texel RateThe Radeon RX 460 is a lot (about 112%) better at texture filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateThe GeForce GTX 550 Ti will be quite a bit (about 24%) faster with regards to full screen anti-aliasing than the Radeon RX 460, and also able to handle higher resolutions without losing too much performance. (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 max amount of data (counted in megabytes per second) that can be transported past the external memory interface in a second. It's calculated by multiplying the interface width by its memory speed. If it uses DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the card's 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 texture map elements (texels) that can be processed in one second. This is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly write to the local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Render Output Units by the the card's clock speed. 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 is also dependant on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.