Compare any two graphics cards:
GeForce GTX 260 Core 216 vs Radeon RX 460
IntroThe GeForce GTX 260 Core 216 uses a 65 nm design. nVidia has set the core frequency at 576 MHz. The GDDR3 memory runs at a frequency of 999 MHz on this particular card. It features 216 SPUs as well as 72 TAUs and 28 Rasterization Operator Units.
Compare all of that to the Radeon RX 460, which has a clock frequency of 1090 MHz and a GDDR5 memory speed of 1750 MHz. It also features a 128-bit bus, and uses a 14 nm design. It is comprised of 896 SPUs, 56 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon RX 460 should be 0% quicker than the GeForce GTX 260 Core 216 overall, because of its higher data rate. (explain)
Texel RateThe Radeon RX 460 should be quite a bit (about 47%) better at AF than the GeForce GTX 260 Core 216. (explain)
Pixel RateThe Radeon RX 460 will be a small bit (about 8%) faster with regards to AA than the GeForce GTX 260 Core 216, and should be able to handle higher screen 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: Bandwidth is the maximum amount of information (counted in MB per second) that can be moved past the external memory interface within a second. It is worked out by multiplying the card's interface width by the speed of its memory. In the case of DDR type memory, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, 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 in one second. This figure is calculated by multiplying the total number of texture units by the core clock speed of the chip. The better this number, the better the graphics 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 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 amount of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.