Compare any two graphics cards:
GeForce 9800 GT 1GB vs GeForce GT 440 1.5GB
IntroThe GeForce 9800 GT 1GB has a GPU clock speed of 600 MHz, and the 1024 MB of GDDR3 memory is set to run at 900 MHz through a 256-bit bus. It also is made up of 112 Stream Processors, 56 TAUs, and 16 ROPs.
Compare all 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 SPUs, 24 TAUs, and 24 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce 9800 GT 1GB, in theory, should be a lot faster than the GeForce GT 440 1.5GB overall. (explain)
Texel RateThe GeForce 9800 GT 1GB should be much (about 136%) faster with regards to AF than the GeForce GT 440 1.5GB. (explain)
Pixel RateThe GeForce GT 440 1.5GB should be much (approximately 49%) more effective at AA than the GeForce 9800 GT 1GB, and should be capable of handling higher resolutions without losing too much performance. (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 maximum amount of information (in units of megabytes per second) that can be transported past the external memory interface within a second. It is calculated by multiplying the card's bus width by its memory clock speed. If the card has DDR type memory, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be 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 graphics 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 could possibly write to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.