Compare any two graphics cards:
GeForce GT 450 (OEM) vs Radeon RX 460
IntroThe GeForce GT 450 (OEM) makes use of a 40 nm design. nVidia has set the core frequency at 790 MHz. The GDDR5 memory is set to run at a frequency of 1000 MHz on this particular card. It features 144 SPUs along with 24 TAUs and 24 Rasterization Operator Units.
Compare all of that to the Radeon RX 460, which uses a 14 nm design. AMD has set the core speed at 1090 MHz. The GDDR5 RAM runs at a speed of 1750 MHz on this particular card. It features 896 SPUs along with 56 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the Radeon RX 460 should be a bit faster than the GeForce GT 450 (OEM) in general. (explain)
Texel RateThe Radeon RX 460 will be much (about 222%) better at texture filtering than the GeForce GT 450 (OEM). (explain)
Pixel RateThe GeForce GT 450 (OEM) should be a bit (about 9%) better at anti-aliasing than the Radeon RX 460, and will be capable of handling 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: Memory bandwidth is the max amount of information (measured in MB per second) that can be transported past the external memory interface in a second. It's worked out by multiplying the bus width by the speed of its memory. If it uses DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed in one second. This number is worked out by multiplying the total texture units by the core speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly write to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of ROPs by the the core 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 output rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.