Compare any two graphics cards:
Radeon RX 5600 XT vs Radeon RX 6650 XT
IntroThe Radeon RX 5600 XT has a GPU clock speed of 1375 MHz, and the 6144 MB of GDDR6 RAM runs at 1500 MHz through a 192-bit bus. It also features 2304 Stream Processors, 144 TAUs, and 64 ROPs.
Compare those specifications to the Radeon RX 6650 XT, which features a core clock speed of 2055 MHz and a GDDR6 memory speed of 2190 MHz. It also makes use of a 128-bit memory bus, and makes use of a 7 nm design. It is made up of 2048 SPUs, 128 Texture Address Units, and 64 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the Radeon RX 5600 XT should in theory be a small bit superior to the Radeon RX 6650 XT in general. (explain)
Texel RateThe Radeon RX 6650 XT should be a lot (about 33%) more effective at anisotropic filtering than the Radeon RX 5600 XT. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the Radeon RX 6650 XT is the winner, by a large margin. (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.
Memory Bandwidth: Bandwidth is the max amount of information (measured in MB per second) that can be transported across the external memory interface within a second. The number is calculated by multiplying the card's interface width by its memory speed. If the card has DDR memory, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the better 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 can be applied per second. This figure is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly write to its local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.