Compare any two graphics cards:
GeForce GT 310 vs GeForce GT 440 1.5GB
IntroThe GeForce GT 310 has core clock speeds of 589 MHz on the GPU, and 1000 MHz on the 512 MB of DDR2 memory. It features 16 SPUs as well as 8 TAUs and 4 ROPs.
Compare those specifications to the GeForce GT 440 1.5GB, which makes use of a 40 nm design. nVidia has clocked the core speed at 594 MHz. The GDDR3 RAM works at a speed of 900 MHz on this model. It features 144 SPUs along with 24 TAUs and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GT 440 1.5GB should perform quite a bit faster than the GeForce GT 310 in general. (explain)
Texel RateThe GeForce GT 440 1.5GB will be a lot (about 203%) faster with regards to texture filtering than the GeForce GT 310. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GT 440 1.5GB is a better choice, 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.
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 information (in units of MB per second) that can be transported across the external memory interface in a second. The number is calculated by multiplying the interface width by its memory speed. In the case of DDR type memory, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The better this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.