Compare any two graphics cards:
GeForce GT 230 vs GeForce GT 440 1.5GB
IntroThe GeForce GT 230 has a core clock speed of 550 MHz and a DDR3 memory frequency of 800 MHz. It also makes use of a 192-bit bus, and makes use of a 40 nm design. It is made up of 32 SPUs, 16 TAUs, and 8 Raster Operation Units.
Compare those specs to the GeForce GT 440 1.5GB, which features core speeds of 594 MHz on the GPU, and 900 MHz on the 1536 MB of GDDR3 memory. It features 144 SPUs along with 24 Texture Address Units and 24 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GT 440 1.5GB should in theory be just a bit better than the GeForce GT 230 in general. (explain)
Texel RateThe GeForce GT 440 1.5GB is a lot (about 62%) more effective at anisotropic filtering than the GeForce GT 230. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GT 440 1.5GB is superior to the GeForce GT 230, by far. (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 largest amount of information (counted in MB 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 the speed of its memory. If the card has DDR type memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, 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 processed per second. This is worked out by multiplying the total number of texture units by the core clock speed of the chip. The better the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly record to its local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.