Compare any two graphics cards:
GeForce 9800 GT 1GB vs GeForce GT 440 1.5GB
IntroThe GeForce 9800 GT 1GB comes with a core clock speed of 600 MHz and a GDDR3 memory speed of 900 MHz. It also features a 256-bit bus, and uses a 65/55 nm design. It is comprised of 112 SPUs, 56 Texture Address Units, and 16 ROPs.
Compare those specs to the GeForce GT 440 1.5GB, which makes use of a 40 nm design. nVidia has clocked the core frequency at 594 MHz. The GDDR3 RAM is set to run at a speed of 900 MHz on this card. It features 144 SPUs as well as 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 will be 33% faster than the GeForce GT 440 1.5GB in general, due to its higher bandwidth. (explain)
Texel RateThe GeForce 9800 GT 1GB is quite a bit (about 136%) more effective at AF than the GeForce GT 440 1.5GB. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GT 440 1.5GB is a better choice, by a large margin. (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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the largest amount of data (in units of megabytes per second) that can be transferred past the external memory interface in a second. It is calculated by multiplying the card's bus width by its memory speed. In the case of DDR type RAM, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, 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 are processed per second. This number is calculated by multiplying the total number of texture units by the core clock speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly write to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of Raster Operations Pipelines by the the card's 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 lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the max fill rate.