Compare any two graphics cards:
GeForce 9600 GSO 768MB vs GeForce GT 440 1.5GB
IntroThe GeForce 9600 GSO 768MB has a GPU clock speed of 550 MHz, and the 768 MB of GDDR3 RAM runs at 800 MHz through a 192-bit bus. It also is made up of 96 SPUs, 48 TAUs, and 12 Raster Operation Units.
Compare all that to the GeForce GT 440 1.5GB, which comes with GPU core 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 Stream Processors, 24 TAUs, and 24 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GT 440 1.5GB should be a small bit faster than the GeForce 9600 GSO 768MB overall. (explain)
Texel RateThe GeForce 9600 GSO 768MB will be much (approximately 85%) better at texture filtering than the GeForce GT 440 1.5GB. (explain)
Pixel RateIf using a high screen resolution 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.
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: Memory bandwidth is the max amount of data (measured in MB per second) that can be transported over the external memory interface in a second. It's worked out by multiplying the card's interface width by its memory clock speed. In the case of DDR memory, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the 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 amount of texture map elements (texels) that are processed per second. This number is calculated by multiplying the total number of texture units of the card 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 one second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly write to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant 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.