Compare any two graphics cards:
GeForce 9800 GT 1GB vs GeForce GT 440 1.5GB
IntroThe GeForce 9800 GT 1GB has a clock frequency of 600 MHz and a GDDR3 memory speed of 900 MHz. It also makes use of a 256-bit bus, and uses a 65/55 nm design. It features 112 SPUs, 56 TAUs, and 16 Raster Operation Units.
Compare that to the GeForce GT 440 1.5GB, which comes with clock speeds of 594 MHz on the GPU, and 900 MHz on the 1536 MB of GDDR3 memory. It features 144 SPUs along with 24 TAUs and 24 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce 9800 GT 1GB should be a lot faster than the GeForce GT 440 1.5GB overall. (explain)
Texel RateThe GeForce 9800 GT 1GB is a lot (more or less 136%) faster with regards to texture filtering than the GeForce GT 440 1.5GB. (explain)
Pixel RateThe GeForce GT 440 1.5GB should be a lot (approximately 49%) more effective at full screen anti-aliasing than the GeForce 9800 GT 1GB, and also capable of handling higher resolutions better. (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: Bandwidth is the largest amount of information (in units of MB per second) that can be transported over the external memory interface in a second. It is worked out by multiplying the interface width by its memory speed. If it uses DDR type RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This is worked out by multiplying the total amount of texture units of the card by the core speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card can possibly write to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.