Compare any two graphics cards:
GeForce GTX 1050 vs Radeon RX 460
IntroThe GeForce GTX 1050 has a GPU core clock speed of 1354 MHz, and the 2048 MB of GDDR5 memory runs at 1750 MHz through a 128-bit bus. It also is comprised of 640 Stream Processors, 40 Texture Address Units, and 32 ROPs.
Compare those specs to the Radeon RX 460, which comes with a clock speed of 1090 MHz and a GDDR5 memory speed of 1750 MHz. It also uses a 128-bit bus, and uses a 14 nm design. It features 896 SPUs, 56 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
In theory, the GeForce GTX 1050 will be 2% faster than the Radeon RX 460 overall, because of its greater bandwidth. (explain)
Texel RateThe Radeon RX 460 is a bit (approximately 13%) better at AF than the GeForce GTX 1050. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTX 1050 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 maximum amount of data (measured in megabytes per second) that can be transferred across the external memory interface in a second. It's calculated by multiplying the card's bus width by its memory clock speed. In the case of DDR type RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed per second. This figure is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The better this number, the better the card will be at 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 could possibly write to its local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.