Compare any two graphics cards:
GeForce 9800 GT 1GB vs GeForce GT 440 1.5GB
IntroThe GeForce 9800 GT 1GB features a core clock speed of 600 MHz and a GDDR3 memory speed of 900 MHz. It also makes use of a 256-bit bus, and uses a 65/55 nm design. It features 112 SPUs, 56 Texture Address Units, and 16 ROPs.
Compare those specs to the GeForce GT 440 1.5GB, which comes with clock speeds of 594 MHz on the GPU, and 900 MHz on the 1536 MB of GDDR3 RAM. It features 144 SPUs along with 24 Texture Address Units and 24 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce 9800 GT 1GB should in theory be a lot better than the GeForce GT 440 1.5GB in general. (explain)
Texel RateThe GeForce 9800 GT 1GB is quite a bit (approximately 136%) better at texture filtering than the GeForce GT 440 1.5GB. (explain)
Pixel RateThe GeForce GT 440 1.5GB will be a lot (more or less 49%) better at anti-aliasing than the GeForce 9800 GT 1GB, and also should be able to handle higher screen 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 information (counted in MB per second) that can be transported across the external memory interface in one second. The number is worked out by multiplying the interface width by the speed of its memory. If it uses DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, 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 amount of texture map elements (texels) that can be applied in one 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 graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Render Output Units 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 fill rate also depends on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.