Compare any two graphics cards:
Radeon RX 580 vs Radeon RX 6600
IntroThe Radeon RX 580 uses a 14 nm design. AMD has set the core frequency at 1257 MHz. The GDDR5 RAM runs at a speed of 2000 MHz on this specific card. It features 2304 SPUs as well as 144 Texture Address Units and 32 ROPs.
Compare all of that to the Radeon RX 6600, which features a GPU core clock speed of 1626 MHz, and 8192 MB of GDDR6 RAM set to run at 1750 MHz through a 128-bit bus. It also is made up of 1792 SPUs, 112 TAUs, and 64 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the Radeon RX 580 should in theory be a bit better than the Radeon RX 6600 overall. (explain)
Texel RateThe Radeon RX 6600 will be a small bit (more or less 1%) faster with regards to texture filtering than the Radeon RX 580. (explain)
Pixel RateThe Radeon RX 6600 is a lot (more or less 159%) better at anti-aliasing than the Radeon RX 580, and able to handle higher resolutions without slowing down too much. (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 max amount of information (in units of megabytes per second) that can be transported over the external memory interface in one second. It is worked out by multiplying the card's bus 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 ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This number is worked out 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 graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can 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 ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.