Compare any two graphics cards:
GeForce GTX 260 vs Radeon RX 460
IntroThe GeForce GTX 260 uses a 65 nm design. nVidia has set the core speed at 576 MHz. The GDDR3 RAM is set to run at a frequency of 999 MHz on this model. It features 192 SPUs as well as 64 Texture Address Units and 28 ROPs.
Compare that to the Radeon RX 460, which features a core clock speed of 1090 MHz and a GDDR5 memory frequency of 1750 MHz. It also uses a 128-bit memory bus, and uses a 14 nm design. It is made up 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 just a bit faster than the GeForce GTX 260 in general. (explain)
Texel RateThe Radeon RX 460 will be much (more or less 66%) more effective at AF than the GeForce GTX 260. (explain)
Pixel RateThe Radeon RX 460 is a small bit (approximately 8%) faster with regards to FSAA than the GeForce GTX 260, and also capable of handling 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 data (measured in megabytes per second) that can be transported over the external memory interface within a second. It is calculated by multiplying the interface width by its memory speed. If the card has DDR memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed in one second. This number is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The better the texel rate, the better the 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 most pixels that the graphics chip can possibly record to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.