Compare any two graphics cards:
GeForce GT 1030 vs GeForce GT 440 3GB
IntroThe GeForce GT 1030 features core speeds of 1265 MHz on the GPU, and 1502 MHz on the 2048 MB of GDDR5 RAM. It features 384 SPUs as well as 32 Texture Address Units and 16 ROPs.
Compare those specifications to the GeForce GT 440 3GB, which comes with a clock speed of 594 MHz and a GDDR3 memory speed of 900 MHz. It also makes use of a 192-bit bus, and makes use of a 40 nm design. It features 144 SPUs, 24 Texture Address Units, and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GT 1030 should be a bit faster than the GeForce GT 440 3GB in general. (explain)
Texel RateThe GeForce GT 1030 should be much (approximately 184%) more effective at AF than the GeForce GT 440 3GB. (explain)
Pixel RateThe GeForce GT 1030 should be much (approximately 42%) more effective at anti-aliasing than the GeForce GT 440 3GB, and should be capable of handling higher resolutions better. (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: Bandwidth is the max amount of data (in units of megabytes per second) that can be moved across the external memory interface within a second. It is worked out by multiplying the card's interface width by its memory clock speed. If the card has DDR type memory, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per second. This figure is worked out by multiplying the total amount of texture units by the core 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 maximum number of pixels that the graphics chip can possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Raster Operations Pipelines 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 rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.