Compare any two graphics cards:
GeForce 8800 Ultra vs Radeon RX 460
IntroThe GeForce 8800 Ultra has a GPU clock speed of 612 MHz, and the 768 MB of GDDR3 RAM is set to run at 1080 MHz through a 384-bit bus. It also is comprised of 128 SPUs, 64 TAUs, and 24 ROPs.
Compare those specifications to the Radeon RX 460, which has a clock speed of 1090 MHz and a GDDR5 memory speed of 1750 MHz. It also features a 128-bit memory bus, and uses a 14 nm design. It is made up 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 is 8% faster than the GeForce 8800 Ultra overall, due to its greater data rate. (explain)
Texel RateThe Radeon RX 460 is much (more or less 56%) faster with regards to texture filtering than the GeForce 8800 Ultra. (explain)
Pixel RateThe Radeon RX 460 will be a little bit (more or less 19%) faster with regards to FSAA than the GeForce 8800 Ultra, and able to handle higher screen resolutions without losing too much performance. (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 (measured in MB per second) that can be transferred past the external memory interface in one second. The number is calculated by multiplying the bus width by its memory clock speed. If it uses DDR type memory, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, 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 texture map elements (texels) that are applied in one second. This figure is worked out by multiplying the total texture units of the card by the core speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly record to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.