Compare any two graphics cards:
GeForce GTX 260 Core 216 vs Radeon RX 460
IntroThe GeForce GTX 260 Core 216 features a core clock frequency of 576 MHz and a GDDR3 memory frequency of 999 MHz. It also features a 448-bit memory bus, and makes use of a 65 nm design. It features 216 SPUs, 72 TAUs, and 28 Raster Operation Units.
Compare those specifications to the Radeon RX 460, which uses a 14 nm design. AMD has clocked the core frequency at 1090 MHz. The GDDR5 memory works at a speed of 1750 MHz on this specific card. It features 896 SPUs as well as 56 Texture Address Units and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon RX 460 will be 0% quicker than the GeForce GTX 260 Core 216 overall, due to its greater data rate. (explain)
Texel RateThe Radeon RX 460 should be a lot (approximately 47%) more effective at AF than the GeForce GTX 260 Core 216. (explain)
Pixel RateThe Radeon RX 460 is just a bit (more or less 8%) more effective at AA than the GeForce GTX 260 Core 216, and 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 max amount of information (measured in megabytes per second) that can be moved over the external memory interface within a second. It's worked out by multiplying the card's interface width by the speed of its memory. In the case of DDR memory, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This figure is calculated by multiplying the total number of 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 per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly record to its local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of colour 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 is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.