Compare any two graphics cards:
GeForce 8800 Ultra vs Radeon RX 460
IntroThe GeForce 8800 Ultra features a core clock frequency of 612 MHz and a GDDR3 memory speed of 1080 MHz. It also uses a 384-bit memory bus, and uses a 90 nm design. It is comprised of 128 SPUs, 64 Texture Address Units, and 24 ROPs.
Compare all that to the Radeon RX 460, which has a GPU core 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 made up of 896 SPUs, 56 Texture Address Units, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the Radeon RX 460 should in theory be just a bit superior to the GeForce 8800 Ultra in general. (explain)
Texel RateThe Radeon RX 460 will be quite a bit (approximately 56%) better at texture filtering than the GeForce 8800 Ultra. (explain)
Pixel RateThe Radeon RX 460 will be just a bit (more or less 19%) better at anti-aliasing than the GeForce 8800 Ultra, and also 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 max amount of data (counted in megabytes per second) that can be transported over the external memory interface in a second. The number is worked out by multiplying the card's interface width by its memory speed. In the case of DDR type memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better 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 can be processed per second. This figure is calculated by multiplying the total number of texture units by the core clock speed of the chip. The higher this number, the better the video card will be at 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 card could possibly write to the local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.