Compare any two graphics cards:
GeForce GTX 260 Core 216 vs Radeon RX 460
IntroThe GeForce GTX 260 Core 216 has a core clock frequency of 576 MHz and a GDDR3 memory frequency of 999 MHz. It also uses a 448-bit bus, and makes use of a 65 nm design. It features 216 SPUs, 72 Texture Address Units, and 28 Raster Operation Units.
Compare all of that to the Radeon RX 460, which features a clock speed of 1090 MHz and a GDDR5 memory speed of 1750 MHz. It also features a 128-bit memory bus, and makes use of a 14 nm design. It is comprised of 896 SPUs, 56 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon RX 460 should theoretically perform a bit faster than the GeForce GTX 260 Core 216 in general. (explain)
Texel RateThe Radeon RX 460 will be a lot (more or less 47%) more effective at AF than the GeForce GTX 260 Core 216. (explain)
Pixel RateIf running with a high resolution is important to you, then the Radeon RX 460 is a better choice, but not by far. (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: Bandwidth is the max amount of data (counted in megabytes per second) that can be moved past the external memory interface within a second. The number is worked out by multiplying the card's bus width by its memory clock speed. In the case of DDR type memory, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed per second. This figure is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.