AMD Radeon RX 460
vs
AMD Radeon RX 580

vs

GPU Comparison Result

Below are the results of a comparison of AMD Radeon RX 460 and AMD Radeon RX 580 video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Higher Boost Clock: 1340MHz (1200MHz vs 1340MHz)
  • Larger Memory Size: 8GB (2GB vs 8GB)
  • Higher Bandwidth: 256.0 GB/s (112.0 GB/s vs 256.0 GB/s)
  • More Shading Units: 2304 (896 vs 2304)
  • Newer Launch Date: April 2017 (August 2016 vs April 2017)

Basic

AMD
Label Name
AMD
August 2016
Launch Date
April 2017
Desktop
Platform
Desktop
Radeon RX 460
Model Name
Radeon RX 580
Arctic Islands
Generation
Polaris
1090MHz
Base Clock
1257MHz
1200MHz
Boost Clock
1340MHz
PCIe 3.0 x8
Bus Interface
PCIe 3.0 x16
3,000 million
Transistors
5,700 million
14
Compute Units
36
56
TMUs
?
Texture Mapping Units (TMUs) serve as components of the GPU, which are capable of rotating, scaling, and distorting binary images, and then placing them as textures onto any plane of a given 3D model. This process is called texture mapping.
144
GlobalFoundries
Foundry
GlobalFoundries
14 nm
Process Size
14 nm
GCN 4.0
Architecture
GCN 4.0

Memory Specifications

2GB
Memory Size
8GB
GDDR5
Memory Type
GDDR5
128bit
Memory Bus
?
The memory bus width refers to the number of bits of data that the video memory can transfer within a single clock cycle. The larger the bus width, the greater the amount of data that can be transmitted instantaneously, making it one of the crucial parameters of video memory. The memory bandwidth is calculated as: Memory Bandwidth = Memory Frequency x Memory Bus Width / 8. Therefore, when the memory frequencies are similar, the memory bus width will determine the size of the memory bandwidth.
256bit
1750MHz
Memory Clock
2000MHz
112.0 GB/s
Bandwidth
?
Memory bandwidth refers to the data transfer rate between the graphics chip and the video memory. It is measured in bytes per second, and the formula to calculate it is: memory bandwidth = working frequency × memory bus width / 8 bits.
256.0 GB/s

Theoretical Performance

19.20 GPixel/s
Pixel Rate
?
Pixel fill rate refers to the number of pixels a graphics processing unit (GPU) can render per second, measured in MPixels/s (million pixels per second) or GPixels/s (billion pixels per second). It is the most commonly used metric to evaluate the pixel processing performance of a graphics card.
42.88 GPixel/s
67.20 GTexel/s
Texture Rate
?
Texture fill rate refers to the number of texture map elements (texels) that a GPU can map to pixels in a single second.
193.0 GTexel/s
2.150 TFLOPS
FP16 (half)
?
An important metric for measuring GPU performance is floating-point computing capability. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable. Single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks, while double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy.
6.175 TFLOPS
134.4 GFLOPS
FP64 (double)
?
An important metric for measuring GPU performance is floating-point computing capability. Double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy, while single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
385.9 GFLOPS
2.107 TFLOPS
FP32 (float)
?
An important metric for measuring GPU performance is floating-point computing capability. Single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks, while double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
6.299 TFLOPS

Miscellaneous

896
Shading Units
?
The most fundamental processing unit is the Streaming Processor (SP), where specific instructions and tasks are executed. GPUs perform parallel computing, which means multiple SPs work simultaneously to process tasks.
2304
16 KB (per CU)
L1 Cache
16 KB (per CU)
1024KB
L2 Cache
2MB
75W
TDP
185W
1.2
Vulkan Version
?
Vulkan is a cross-platform graphics and compute API by Khronos Group, offering high performance and low CPU overhead. It lets developers control the GPU directly, reduces rendering overhead, and supports multi-threading and multi-core processors.
1.2
2.1
OpenCL Version
2.1
4.6
OpenGL
4.6
12 (12_0)
DirectX
12 (12_0)
None
Power Connectors
1x 8-pin
6.4
Shader Model
6.4
16
ROPs
?
The Raster Operations Pipeline (ROPs) is primarily responsible for handling lighting and reflection calculations in games, as well as managing effects like anti-aliasing (AA), high resolution, smoke, and fire. The more demanding the anti-aliasing and lighting effects in a game, the higher the performance requirements for the ROPs; otherwise, it may result in a sharp drop in frame rate.
32
250W
Suggested PSU
450W

Benchmarks

Shadow of the Tomb Raider 2160p / fps
Radeon RX 460
3
Radeon RX 580
17 +467%
Shadow of the Tomb Raider 1440p / fps
Radeon RX 460
12
Radeon RX 580
36 +200%
Shadow of the Tomb Raider 1080p / fps
Radeon RX 460
22
Radeon RX 580
51 +132%
FP32 (float) / TFLOPS
Radeon RX 460
2.107
Radeon RX 580
6.299 +199%
3DMark Time Spy
Radeon RX 460
1797
Radeon RX 580
4451 +148%
Hashcat / H/s
Radeon RX 460
66609
Radeon RX 580
204331 +207%