Compare any two graphics cards:
GeForce GTX 980 vs Radeon RX 5500
IntroThe GeForce GTX 980 has a GPU clock speed of 1126 MHz, and the 4096 MB of GDDR5 memory runs at 1750 MHz through a 256-bit bus. It also features 2048 SPUs, 128 Texture Address Units, and 64 ROPs.
Compare all of that to the Radeon RX 5500, which features a GPU core clock speed of 1670 MHz, and 4096 MB of GDDR6 memory set to run at 14000 MHz through a 128-bit bus. It also is comprised of 1408 SPUs, 88 Texture Address Units, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the Radeon RX 5500 should in theory be a little bit better than the GeForce GTX 980 in general. (explain)
Texel RateThe Radeon RX 5500 should be just a bit (approximately 2%) more effective at texture filtering than the GeForce GTX 980. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTX 980 is the winner, by far. (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 information (in units of megabytes per second) that can be moved across the external memory interface in a second. It is worked out by multiplying the interface width by the speed of its memory. If it uses DDR type RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. 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 texture map elements (texels) that are processed per second. This number is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better this number, the better the video 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 maximum number of pixels the video card could possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.