Compare any two graphics cards:
GeForce GTX 1660 Ti vs Radeon RX 480
IntroThe GeForce GTX 1660 Ti has a clock frequency of 1500 MHz and a GDDR6 memory frequency of 12000 MHz. It also features a 192-bit memory bus, and makes use of a 12 nm design. It is comprised of 1536 SPUs, 96 TAUs, and 48 Raster Operation Units.
Compare all that to the Radeon RX 480, which comes with GPU core speed of 1120 MHz, and 8192 MB of GDDR5 RAM running at 2000 MHz through a 256-bit bus. It also is comprised of 2304 SPUs, 144 TAUs, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 1660 Ti should in theory be a bit faster than the Radeon RX 480 in general. (explain)
Texel RateThe Radeon RX 480 will be a small bit (more or less 12%) faster with regards to anisotropic filtering than the GeForce GTX 1660 Ti. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 1660 Ti is superior to the Radeon RX 480, and very much so. (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 megabytes per second) that can be transported across the external memory interface in one second. The number is worked out by multiplying the bus width by its memory clock speed. If it uses DDR memory, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied per second. This is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The higher the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.