Compare any two graphics cards:
GeForce GTX 460 2GB vs Radeon RX 460
IntroThe GeForce GTX 460 2GB features core clock speeds of 675 MHz on the GPU, and 900 MHz on the 2048 MB of GDDR5 RAM. It features 336 SPUs along with 56 Texture Address Units and 32 ROPs.
Compare all that to the Radeon RX 460, which comes with a core clock frequency of 1090 MHz and a GDDR5 memory frequency of 1750 MHz. It also uses a 128-bit memory bus, and makes use of a 14 nm design. It is comprised of 896 SPUs, 56 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 460 2GB should be 3% quicker than the Radeon RX 460 overall, because of its higher bandwidth. (explain)
Texel RateThe Radeon RX 460 will be quite a bit (approximately 61%) more effective at AF than the GeForce GTX 460 2GB. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 460 2GB is the winner, 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 largest amount of information (counted in MB per second) that can be moved across the external memory interface in one second. It's worked out by multiplying the card's interface width by the speed of its memory. In the case of DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, 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 applied per second. This number is calculated by multiplying the total amount of texture units by the core speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.