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Radeon HD 4870 X2 vs Radeon RX 460

Intro

The Radeon HD 4870 X2 uses a 55 nm design. AMD has set the core frequency at 750 MHz. The GDDR5 memory works at a speed of 900 MHz on this particular model. It features 800(160x5) SPUs as well as 40 TAUs and 16 ROPs.

Compare all that to the Radeon RX 460, which features GPU clock speed of 1090 MHz, and 4096 MB of GDDR5 memory set to run at 1750 MHz through a 128-bit bus. It also is comprised of 896 SPUs, 56 Texture Address Units, and 16 Raster Operation Units.

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Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon RX 460 75 Watts
Radeon HD 4870 X2 350 Watts
Difference: 275 Watts (367%)

Memory Bandwidth

The Radeon HD 4870 X2 should theoretically perform quite a bit faster than the Radeon RX 460 overall. (explain)

Radeon HD 4870 X2 230400 MB/sec
Radeon RX 460 112000 MB/sec
Difference: 118400 (106%)

Texel Rate

The Radeon RX 460 should be a small bit (about 2%) better at texture filtering than the Radeon HD 4870 X2. (explain)

Radeon RX 460 61040 Mtexels/sec
Radeon HD 4870 X2 60000 Mtexels/sec
Difference: 1040 (2%)

Pixel Rate

If using a high resolution is important to you, then the Radeon HD 4870 X2 is a better choice, by a large margin. (explain)

Radeon HD 4870 X2 24000 Mpixels/sec
Radeon RX 460 17440 Mpixels/sec
Difference: 6560 (38%)

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.

One or more cards in this comparison are multi-core. This means that their bandwidth, texel and pixel rates are theoretically doubled - this does not mean the card will actually perform twice as fast, but only that it should in theory be able to. Actual game benchmarks will give a more accurate idea of what it's capable of.

Price Comparison

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Radeon HD 4870 X2

Amazon.com

Radeon RX 460

Amazon.com

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.

Specifications

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Model Radeon HD 4870 X2 Radeon RX 460
Manufacturer AMD AMD
Year Aug 12, 2008 August 2016
Code Name R700 Polaris 11
Memory 1024 MB (x2) 4096 MB
Core Speed 750 MHz (x2) 1090 MHz
Memory Speed 3600 MHz (x2) 7000 MHz
Power (Max TDP) 350 watts 75 watts
Bandwidth 230400 MB/sec 112000 MB/sec
Texel Rate 60000 Mtexels/sec 61040 Mtexels/sec
Pixel Rate 24000 Mpixels/sec 17440 Mpixels/sec
Unified Shaders 800(160x5) (x2) 896
Texture Mapping Units 40 (x2) 56
Render Output Units 16 (x2) 16
Bus Type GDDR5 GDDR5
Bus Width 256-bit (x2) 128-bit
Fab Process 55 nm 14 nm
Transistors 956 million 3000 million
Bus PCIe 2.0 x16 (PCIe bridge) PCIe 3.0 x16
DirectX Version DirectX 10.1 DirectX 12.0
OpenGL Version OpenGL 3.0 OpenGL 4.5

Memory Bandwidth: Memory bandwidth is the largest amount of data (measured in MB per second) that can be transferred over the external memory interface in a second. It's calculated by multiplying the card's bus width by its memory clock speed. If the card has DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This number is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The better the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.

Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly write to the local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.

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