Compare any two graphics cards:
GeForce GT 440 1.5GB vs GeForce GTX 660
IntroThe GeForce GT 440 1.5GB has a GPU core clock speed of 594 MHz, and the 1536 MB of GDDR3 RAM is set to run at 900 MHz through a 192-bit bus. It also features 144 SPUs, 24 Texture Address Units, and 24 Raster Operation Units.
Compare all of that to the GeForce GTX 660, which comes with a core clock speed of 980 MHz and a GDDR5 memory speed of 1502 MHz. It also makes use of a 192-bit memory bus, and uses a 28 nm design. It features 960 SPUs, 80 TAUs, and 24 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 660 should theoretically be quite a bit faster than the GeForce GT 440 1.5GB in general. (explain)
Texel RateThe GeForce GTX 660 is a lot (approximately 450%) faster with regards to texture filtering than the GeForce GT 440 1.5GB. (explain)
Pixel RateThe GeForce GTX 660 is much (about 65%) better at anti-aliasing than the GeForce GT 440 1.5GB, and should be capable of handling higher screen 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.
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 max amount of information (counted in megabytes per second) that can be transported over the external memory interface in a second. It's calculated by multiplying the interface width by the speed of its memory. In the case of DDR RAM, the result should 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 AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This is calculated by multiplying the total texture units by the core clock speed of the chip. The higher the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.