Compare any two graphics cards:
GeForce GTX 260 vs Radeon RX 460
IntroThe GeForce GTX 260 features a GPU core speed of 576 MHz, and the 896 MB of GDDR3 memory is set to run at 999 MHz through a 448-bit bus. It also features 192 Stream Processors, 64 Texture Address Units, and 28 ROPs.
Compare those specifications to the Radeon RX 460, which comes with a core clock frequency of 1090 MHz and a GDDR5 memory speed of 1750 MHz. It also makes use of a 128-bit memory bus, and makes use of a 14 nm design. It is comprised of 896 SPUs, 56 TAUs, and 16 Raster Operation 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 overall, because of its higher bandwidth. (explain)
Texel RateThe Radeon RX 460 should be a lot (approximately 66%) more effective at texture filtering than the GeForce GTX 260. (explain)
Pixel RateThe Radeon RX 460 should be a bit (more or less 8%) more effective at anti-aliasing than the GeForce GTX 260, and should be able to handle higher resolutions without slowing down too much. (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 maximum amount of data (measured in MB per second) that can be moved past the external memory interface within a second. The number is calculated by multiplying the card's interface width by its memory speed. In the case of DDR type memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This number is calculated by multiplying the total number of texture units of the card by the core speed of the chip. The higher 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 a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.