Compare any two graphics cards:
GeForce 9800 GT 1GB vs GeForce GT 440 1.5GB
IntroThe GeForce 9800 GT 1GB has a clock speed 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 is comprised of 112 SPUs, 56 TAUs, and 16 ROPs.
Compare those specs to the GeForce GT 440 1.5GB, which has GPU core speed of 594 MHz, and 1536 MB of GDDR3 RAM set to run at 900 MHz through a 192-bit bus. It also is made up of 144 Stream Processors, 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 should perform much faster than the GeForce GT 440 1.5GB overall. (explain)
Texel RateThe GeForce 9800 GT 1GB is a lot (about 136%) more effective at texture filtering than the GeForce GT 440 1.5GB. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GT 440 1.5GB is a better choice, by far. (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 maximum amount of data (in units of megabytes per second) that can be transported across the external memory interface within a second. It's worked out by multiplying the bus width by its memory clock speed. If the card has DDR type RAM, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better 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 can be applied per second. This figure is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher this number, the better the 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 the video card could possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.