Compare any two graphics cards:
GeForce GT 440 1.5GB vs GeForce GTX 660
IntroThe GeForce GT 440 1.5GB features a GPU core clock speed of 594 MHz, and the 1536 MB of GDDR3 RAM runs at 900 MHz through a 192-bit bus. It also is made up of 144 Stream Processors, 24 Texture Address Units, and 24 ROPs.
Compare all of that to the GeForce GTX 660, which makes use of a 28 nm design. nVidia has set the core frequency at 980 MHz. The GDDR5 memory runs at a speed of 1502 MHz on this particular model. It features 960 SPUs along with 80 TAUs and 24 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 660 should in theory perform much faster than the GeForce GT 440 1.5GB overall. (explain)
Texel RateThe GeForce GTX 660 will be a lot (approximately 450%) more effective at AF than the GeForce GT 440 1.5GB. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 660 is the winner, and very much so. (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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the largest amount of information (in units of MB per second) that can be transported across the external memory interface in one second. It's worked out by multiplying the card's interface width by its memory speed. In the case of DDR RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This number is worked out by multiplying the total texture units by the core speed of the chip. The better the texel rate, 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 maximum number of pixels the video card could possibly record to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.