Compare any two graphics cards:
GeForce 9800 GT 1GB vs GeForce GT 440 1.5GB
IntroThe GeForce 9800 GT 1GB comes with core clock speeds of 600 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR3 memory. It features 112 SPUs along with 56 TAUs and 16 Rasterization Operator Units.
Compare those specifications to the GeForce GT 440 1.5GB, which has a clock frequency of 594 MHz and a GDDR3 memory speed of 900 MHz. It also features a 192-bit bus, and makes use of a 40 nm design. It is comprised of 144 SPUs, 24 Texture Address Units, and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce 9800 GT 1GB should in theory perform quite a bit faster than the GeForce GT 440 1.5GB in general. (explain)
Texel RateThe GeForce 9800 GT 1GB will be a lot (approximately 136%) better at texture filtering 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.
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 (in units of MB per second) that can be transported over the external memory interface within a second. The number is worked out by multiplying the card's bus width by its memory clock speed. If it uses DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed per second. This number is worked out by multiplying the total amount of texture units by the core speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly record to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.