Compare any two graphics cards:
GeForce 9800 GT 1GB vs GeForce GT 440 1.5GB
IntroThe GeForce 9800 GT 1GB features a GPU core clock speed of 600 MHz, and the 1024 MB of GDDR3 memory runs at 900 MHz through a 256-bit bus. It also features 112 SPUs, 56 TAUs, and 16 Raster Operation Units.
Compare all that to the GeForce GT 440 1.5GB, which comes with a clock speed of 594 MHz and a GDDR3 memory frequency of 900 MHz. It also features a 192-bit bus, and uses a 40 nm design. It features 144 SPUs, 24 TAUs, and 24 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce 9800 GT 1GB should theoretically be a lot faster than the GeForce GT 440 1.5GB overall. (explain)
Texel RateThe GeForce 9800 GT 1GB is quite a bit (about 136%) better at AF than the GeForce GT 440 1.5GB. (explain)
Pixel RateThe GeForce GT 440 1.5GB should be much (about 49%) more effective at full screen anti-aliasing than the GeForce 9800 GT 1GB, and also able to handle higher screen resolutions more effectively. (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 data (counted in MB per second) that can be transferred over the external memory interface within a second. The number is calculated by multiplying the interface width by its memory speed. In the case of DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This is calculated by multiplying the total amount of texture units by the core speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could 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 Raster Operations Pipelines 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 rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.