Compare any two graphics cards:
GeForce GTX 460 (OEM) vs Radeon RX 460
IntroThe GeForce GTX 460 (OEM) comes with a core clock speed of 650 MHz and a GDDR5 memory speed of 850 MHz. It also makes use of a 256-bit bus, and uses a 40 nm design. It is made up of 336 SPUs, 56 Texture Address Units, and 32 Raster Operation Units.
Compare that to the Radeon RX 460, which has a clock speed of 1090 MHz and a GDDR5 memory frequency of 1750 MHz. It also features a 128-bit memory bus, and uses a 14 nm design. It is made up of 896 SPUs, 56 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon RX 460 is 3% faster than the GeForce GTX 460 (OEM) in general, because of its greater data rate. (explain)
Texel RateThe Radeon RX 460 will be much (more or less 68%) better at AF than the GeForce GTX 460 (OEM). (explain)
Pixel RateThe GeForce GTX 460 (OEM) should be just a bit (about 19%) better at anti-aliasing than the Radeon RX 460, and also should be able to handle higher resolutions better. (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 data (in units of megabytes per second) that can be transferred past the external memory interface within a second. It's worked out by multiplying the card's bus width by its memory speed. In the case of DDR type memory, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied in one second. This is worked out by multiplying the total number of texture units by the core speed of the chip. The higher this number, the better the 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 maximum amount of pixels the graphics card could possibly write to its local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Render Output Units by the clock speed of the card. 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 fill rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.