Compare any two graphics cards:
Radeon RX 6800 XT vs Radeon RX Vega 64
IntroThe Radeon RX 6800 XT has a GPU core speed of 1825 MHz, and the 16384 MB of GDDR6 RAM runs at 2000 MHz through a 256-bit bus. It also is comprised of 4608 Stream Processors, 288 TAUs, and 128 Raster Operation Units.
Compare that to the Radeon RX Vega 64, which has GPU clock speed of 1247 MHz, and 8192 MB of HBM2 memory set to run at 1890 MHz through a 2048-bit bus. It also is comprised of 4096 SPUs, 256 Texture Address Units, and 64 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon RX 6800 XT should be 6% faster than the Radeon RX Vega 64 in general, because of its higher data rate. (explain)
Texel RateThe Radeon RX 6800 XT should be a lot (more or less 65%) faster with regards to AF than the Radeon RX Vega 64. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon RX 6800 XT is a better choice, 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: Memory bandwidth is the maximum amount of information (in units of megabytes per second) that can be transferred past the external memory interface in one second. It is calculated by multiplying the card's interface width by its memory speed. If it uses DDR RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range 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 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 per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.