Compare any two graphics cards:
Radeon RX 5500 vs Radeon RX 580
IntroThe Radeon RX 5500 features a GPU core speed of 1670 MHz, and the 4096 MB of GDDR6 RAM is set to run at 14000 MHz through a 128-bit bus. It also is made up of 1408 SPUs, 88 Texture Address Units, and 32 Raster Operation Units.
Compare those specs to the Radeon RX 580, which comes with clock speeds of 1257 MHz on the GPU, and 2000 MHz on the 8192 MB of GDDR5 memory. It features 2304 SPUs as well as 144 Texture Address Units and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon RX 580 is 14% quicker than the Radeon RX 5500 overall, due to its higher data rate. (explain)
Texel RateThe Radeon RX 580 is a lot (about 23%) better at texture filtering than the Radeon RX 5500. (explain)
Pixel RateIf running with a high resolution is important to you, then the Radeon RX 5500 is a better choice, 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: Memory bandwidth is the maximum amount of information (measured in MB per second) that can be transported past the external memory interface in one second. It is worked out by multiplying the card's bus width by the speed of its memory. In the case of DDR type RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied in one second. This is worked out 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 processed in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly write to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.