Compare any two graphics cards:
GeForce GTX 1050 vs Radeon RX 460 2GB
IntroThe GeForce GTX 1050 has a clock frequency of 1354 MHz and a GDDR5 memory speed of 1750 MHz. It also makes use of a 128-bit bus, and uses a 14 nm design. It is comprised of 640 SPUs, 40 TAUs, and 32 ROPs.
Compare those specifications to the Radeon RX 460 2GB, which comes with core clock speeds of 1090 MHz on the GPU, and 1750 MHz on the 2048 MB of GDDR5 memory. It features 896 SPUs as well as 56 Texture Address Units and 16 Rasterization Operator Units.
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
The GeForce GTX 1050 should in theory be a little bit faster than the Radeon RX 460 2GB in general. (explain)
Texel RateThe Radeon RX 460 2GB is a little bit (approximately 13%) more effective at AF than the GeForce GTX 1050. (explain)
Pixel RateThe GeForce GTX 1050 will be much (approximately 148%) better at full screen anti-aliasing than the Radeon RX 460 2GB, 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: Memory bandwidth is the maximum amount of information (in units of megabytes per second) that can be transported across the external memory interface in a second. It is calculated by multiplying the card's bus width by its memory clock speed. If the card has DDR memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, 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 number of texture map elements (texels) that can be processed in one second. This number is calculated by multiplying the total 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 processed in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card can possibly write to the local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.