Compare any two graphics cards:
Radeon HD 4870 1GB vs Radeon RX 460
IntroThe Radeon HD 4870 1GB features a GPU core speed of 750 MHz, and the 1024 MB of GDDR5 memory runs at 900 MHz through a 256-bit bus. It also features 800(160x5) SPUs, 40 TAUs, and 16 Raster Operation Units.
Compare those specifications to the Radeon RX 460, which features GPU clock speed of 1090 MHz, and 4096 MB of GDDR5 memory set to run at 1750 MHz through a 128-bit bus. It also is comprised of 896 SPUs, 56 Texture Address Units, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon HD 4870 1GB will be 3% quicker than the Radeon RX 460 overall, due to its greater data rate. (explain)
Texel RateThe Radeon RX 460 should be a lot (approximately 103%) better at anisotropic filtering than the Radeon HD 4870 1GB. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon RX 460 is the winner, by a large margin. (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 largest amount of information (counted in MB per second) that can be transported over the external memory interface within a second. It's worked out by multiplying the bus width by its memory clock speed. If the card has DDR type memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. 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 amount of texture map elements (texels) that are processed in one second. This number is worked out by multiplying the total number of texture units by the core clock 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 in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly write to the local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.