Compare any two graphics cards:
Radeon RX 5700 XT vs Radeon RX Vega 64
IntroThe Radeon RX 5700 XT features a GPU core speed of 1605 MHz, and the 8096 MB of GDDR6 memory is set to run at 14000 MHz through a 256-bit bus. It also features 2560 SPUs, 160 TAUs, and 64 ROPs.
Compare all of that to the Radeon RX Vega 64, which features core clock speeds of 1247 MHz on the GPU, and 1890 MHz on the 8192 MB of HBM2 RAM. It features 4096 SPUs along with 256 Texture Address Units and 64 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon RX Vega 64 should perform a bit faster than the Radeon RX 5700 XT overall. (explain)
Texel RateThe Radeon RX Vega 64 should be quite a bit (about 24%) faster with regards to anisotropic filtering than the Radeon RX 5700 XT. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the Radeon RX 5700 XT is superior to the Radeon RX Vega 64, 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: Memory bandwidth is the maximum amount of information (measured in megabytes per second) that can be transferred across the external memory interface within a second. It is worked out by multiplying the interface width by its memory speed. If the card has DDR type RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, 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 is calculated by multiplying the total number of texture units of the card by the core speed of the chip. The higher 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 the graphics card could possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of colour ROPs by the the core 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 quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.