Compare any two graphics cards:
GeForce 8800 Ultra vs Radeon RX 460
IntroThe GeForce 8800 Ultra comes with a GPU clock speed of 612 MHz, and the 768 MB of GDDR3 memory runs at 1080 MHz through a 384-bit bus. It also features 128 Stream Processors, 64 TAUs, and 24 ROPs.
Compare all that to the Radeon RX 460, which makes use of a 14 nm design. AMD has clocked the core frequency at 1090 MHz. The GDDR5 memory runs at a frequency of 1750 MHz on this particular card. It features 896 SPUs as well as 56 TAUs and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon RX 460, in theory, should be a little bit faster than the GeForce 8800 Ultra in general. (explain)
Texel RateThe Radeon RX 460 will be much (more or less 56%) more effective at anisotropic filtering than the GeForce 8800 Ultra. (explain)
Pixel RateThe Radeon RX 460 is a bit (approximately 19%) more effective at full screen anti-aliasing than the GeForce 8800 Ultra, and also able to handle higher screen resolutions while still performing well. (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 information (in units of MB per second) that can be transported past the external memory interface in a second. It is worked out by multiplying the card's interface width by its memory speed. In the case of DDR type memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This figure is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly write to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.