Compare any two graphics cards:
GeForce 9800 GT 1GB vs GeForce GT 440 1.5GB
IntroThe GeForce 9800 GT 1GB features a core clock frequency of 600 MHz and a GDDR3 memory frequency of 900 MHz. It also makes use of a 256-bit memory bus, and uses a 65/55 nm design. It features 112 SPUs, 56 Texture Address Units, and 16 Raster Operation Units.
Compare that to the GeForce GT 440 1.5GB, which has GPU clock speed of 594 MHz, and 1536 MB of GDDR3 memory set to run at 900 MHz through a 192-bit bus. It also features 144 Stream Processors, 24 Texture Address Units, and 24 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce 9800 GT 1GB should perform much faster than the GeForce GT 440 1.5GB in general. (explain)
Texel RateThe GeForce 9800 GT 1GB is quite a bit (more or less 136%) more effective at texture filtering than the GeForce GT 440 1.5GB. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GT 440 1.5GB is superior to the GeForce 9800 GT 1GB, 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 largest amount of information (measured in megabytes per second) that can be transferred over the external memory interface within a second. It's worked out by multiplying the bus width by its memory clock speed. In the case of DDR type memory, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better 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 amount of texture map elements (texels) that can be applied per second. This figure is worked out by multiplying the total texture units of the card by the core speed of the chip. The better this number, 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 number of pixels the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the number of colour ROPs 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 is also dependant on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.