Compare any two graphics cards:
Radeon R7 360 vs Radeon R9 M280X
IntroThe Radeon R7 360 has a core clock frequency of 1050 MHz and a GDDR5 memory speed of 1625 MHz. It also features a 128-bit memory bus, and uses a 28 nm design. It is made up of 768 SPUs, 48 TAUs, and 16 Raster Operation Units.
Compare all that to the Radeon R9 M280X, which makes use of a 28 nm design. AMD has set the core speed at 900 MHz. The GDDR5 RAM is set to run at a frequency of 1375 MHz on this card. It features 896 SPUs as well as 56 TAUs and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon R7 360 should be a small bit faster than the Radeon R9 M280X overall. (explain)
Texel RateBoth cards have the exact same texel fill rate, so theoretically they should be equally good at at AF. (explain)
Pixel RateThe Radeon R7 360 is a bit (more or less 17%) better at full screen anti-aliasing than the Radeon R9 M280X, and also will be able to handle higher screen resolutions more effectively. (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 largest amount of data (in units of MB per second) that can be moved past the external memory interface within a second. It is worked out by multiplying the card's interface width by its memory clock speed. If it uses DDR memory, the result should 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 anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed 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 better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly write to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called 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, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.