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Radeon R7 M260 vs Radeon R7 M360

Intro

The Radeon R7 M260 makes use of a 28 nm design. AMD has set the core frequency at 715 MHz. The DDR3 memory works at a frequency of 1000 MHz on this specific card. It features 384 SPUs as well as 24 Texture Address Units and 8 ROPs.

Compare that to the Radeon R7 M360, which features GPU clock speed of 1125 MHz, and 2048 MB of DDR3 memory running at 1000 MHz through a 64-bit bus. It also is made up of 384 SPUs, 24 TAUs, and 8 ROPs.

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Power Usage and Theoretical Benchmarks

Memory Bandwidth

Both cards have exactly the same memory bandwidth, so in theory they should have identical performance. (explain)

Texel Rate

The Radeon R7 M360 will be a lot (more or less 57%) faster with regards to AF than the Radeon R7 M260. (explain)

Radeon R7 M360 27000 Mtexels/sec
Radeon R7 M260 17160 Mtexels/sec
Difference: 9840 (57%)

Pixel Rate

If running with a high resolution is important to you, then the Radeon R7 M360 is a better choice, by far. (explain)

Radeon R7 M360 9000 Mpixels/sec
Radeon R7 M260 5720 Mpixels/sec
Difference: 3280 (57%)

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.

Price Comparison

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Radeon R7 M260

Amazon.com

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Radeon R7 M360

Amazon.com

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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.

Specifications

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Model Radeon R7 M260 Radeon R7 M360
Manufacturer AMD AMD
Year June 2014 2015
Code Name Opal/Topaz Oland
Memory 2048 MB 2048 MB
Core Speed 715 MHz 1125 MHz
Memory Speed 2000 MHz 2000 MHz
Power (Max TDP) (Unknown) watts (Unknown) watts
Bandwidth 16000 MB/sec 16000 MB/sec
Texel Rate 17160 Mtexels/sec 27000 Mtexels/sec
Pixel Rate 5720 Mpixels/sec 9000 Mpixels/sec
Unified Shaders 384 384
Texture Mapping Units 24 24
Render Output Units 8 8
Bus Type DDR3 DDR3
Bus Width 64-bit 64-bit
Fab Process 28 nm 28 nm
Transistors (Unknown) million (Unknown) million
Bus PCIe 3.0 x8 PCIe 3.0 x16
DirectX Version DirectX 11.2 DirectX 12
OpenGL Version OpenGL 4.3 OpenGL 4.3

Memory Bandwidth: Memory bandwidth is the max amount of information (measured in MB per second) that can be transported across the external memory interface in a second. The number is calculated by multiplying the card's bus width by the speed of its memory. If the card has DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the better 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 are 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 better this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.

Pixel Rate: Pixel rate is the most pixels the video card can possibly record to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.

Display Prices

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Radeon R7 M260

Amazon.com

Check prices at:

Radeon R7 M360

Amazon.com

Check prices at:

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.

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