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GeForce GTX 295 vs Radeon RX 460

Intro

The GeForce GTX 295 features a clock frequency of 576 MHz and a GDDR3 memory speed of 999 MHz. It also features a 448-bit bus, and uses a 55 nm design. It features 240 SPUs, 80 TAUs, and 28 ROPs.

Compare those specifications to the Radeon RX 460, which comes with clock speeds of 1090 MHz on the GPU, and 1750 MHz on the 4096 MB of GDDR5 memory. It features 896 SPUs as well as 56 Texture Address Units and 16 Rasterization Operator Units.

Display Graphs

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Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon RX 460 75 Watts
GeForce GTX 295 289 Watts
Difference: 214 Watts (285%)

Memory Bandwidth

The GeForce GTX 295, in theory, should perform much faster than the Radeon RX 460 in general. (explain)

GeForce GTX 295 223776 MB/sec
Radeon RX 460 112000 MB/sec
Difference: 111776 (100%)

Texel Rate

The GeForce GTX 295 should be quite a bit (more or less 51%) faster with regards to AF than the Radeon RX 460. (explain)

GeForce GTX 295 92160 Mtexels/sec
Radeon RX 460 61040 Mtexels/sec
Difference: 31120 (51%)

Pixel Rate

The GeForce GTX 295 will be quite a bit (approximately 85%) faster with regards to FSAA than the Radeon RX 460, and also able to handle higher resolutions while still performing well. (explain)

GeForce GTX 295 32256 Mpixels/sec
Radeon RX 460 17440 Mpixels/sec
Difference: 14816 (85%)

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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GeForce GTX 295

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 GeForce GTX 295 Radeon RX 460
Manufacturer nVidia AMD
Year January 8, 2009 August 2016
Code Name G200b Polaris 11
Memory 896 MB (x2) 4096 MB
Core Speed 576 MHz (x2) 1090 MHz
Memory Speed 1998 MHz (x2) 7000 MHz
Power (Max TDP) 289 watts 75 watts
Bandwidth 223776 MB/sec 112000 MB/sec
Texel Rate 92160 Mtexels/sec 61040 Mtexels/sec
Pixel Rate 32256 Mpixels/sec 17440 Mpixels/sec
Unified Shaders 240 (x2) 896
Texture Mapping Units 80 (x2) 56
Render Output Units 28 (x2) 16
Bus Type GDDR3 GDDR5
Bus Width 448-bit (x2) 128-bit
Fab Process 55 nm 14 nm
Transistors 1400 million 3000 million
Bus PCIe x16 2.0 PCIe 3.0 x16
DirectX Version DirectX 10 DirectX 12.0
OpenGL Version OpenGL 3.1 OpenGL 4.5

Memory Bandwidth: Bandwidth is the largest amount of data (counted in megabytes per second) that can be moved over the external memory interface in a second. It's worked out by multiplying the card's bus width by the speed of its memory. If the card has DDR memory, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. 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 amount of texture map elements (texels) that can be applied in one second. This is worked out by multiplying the total texture units by the core speed of the chip. The better this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.

Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly write to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.

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