Compare any two graphics cards:
GeForce GT 1030 vs GeForce GT 440 3GB
IntroThe GeForce GT 1030 has a GPU core clock speed of 1265 MHz, and the 2048 MB of GDDR5 memory is set to run at 1502 MHz through a 64-bit bus. It also features 384 Stream Processors, 32 Texture Address Units, and 16 Raster Operation Units.
Compare that to the GeForce GT 440 3GB, which features core speeds of 594 MHz on the GPU, and 900 MHz on the 3072 MB of GDDR3 RAM. It features 144 SPUs as well as 24 Texture Address Units and 24 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GT 1030 should perform a little bit faster than the GeForce GT 440 3GB in general. (explain)
Texel RateThe GeForce GT 1030 is a lot (more or less 184%) faster with regards to anisotropic filtering than the GeForce GT 440 3GB. (explain)
Pixel RateThe GeForce GT 1030 is much (about 42%) more effective at FSAA than the GeForce GT 440 3GB, and also will be capable of handling higher resolutions while still performing well. (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: Memory bandwidth is the max amount of data (in units of megabytes per second) that can be transported past the external memory interface in a second. It is worked out by multiplying the card's bus width by its memory speed. In the case of DDR type RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied in one second. This number is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly write to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.