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GeForce GT 440 1.5GB vs GeForce GT 440 3GB

Intro

The GeForce GT 440 1.5GB has a core clock frequency of 594 MHz and a GDDR3 memory speed of 900 MHz. It also uses a 192-bit memory bus, and makes use of a 40 nm design. It is made up of 144 SPUs, 24 Texture Address Units, and 24 ROPs.

Compare all of that to the GeForce GT 440 3GB, which features GPU core speed of 594 MHz, and 3072 MB of GDDR3 memory running at 900 MHz through a 192-bit bus. It also is comprised of 144 SPUs, 24 Texture Address Units, and 24 ROPs.

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Power Usage and Theoretical Benchmarks

Both cards have the same power consumption.

Memory Bandwidth

Both cards have exactly the same bandwidth, so theoretically they should perform exactly the same. (explain)

Texel Rate

Both cards have the exact same texel rate, so theoretically they should perform equally good at at anisotropic filtering. (explain)

Pixel Rate

Both cards have exactly the same pixel fill rate, so in theory they should perform equally good at at AA, and be capable of handling the same resolutions. (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 Comparison

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GeForce GT 440 1.5GB

Amazon.com

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GeForce GT 440 3GB

Amazon.com

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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.

Specifications

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Model GeForce GT 440 1.5GB GeForce GT 440 3GB
Manufacturer nVidia nVidia
Year October 2010 October 2010
Code Name GF106 GF106
Memory 1536 MB 3072 MB
Core Speed 594 MHz 594 MHz
Memory Speed 1800 MHz 1800 MHz
Power (Max TDP) 56 watts 56 watts
Bandwidth 43200 MB/sec 43200 MB/sec
Texel Rate 14256 Mtexels/sec 14256 Mtexels/sec
Pixel Rate 14256 Mpixels/sec 14256 Mpixels/sec
Unified Shaders 144 144
Texture Mapping Units 24 24
Render Output Units 24 24
Bus Type GDDR3 GDDR3
Bus Width 192-bit 192-bit
Fab Process 40 nm 40 nm
Transistors 1170 million 1170 million
Bus PCIe x16 PCIe x16
DirectX Version DirectX 11 DirectX 11
OpenGL Version OpenGL 4.1 OpenGL 4.1

Memory Bandwidth: Memory bandwidth is the max amount of information (measured in megabytes per second) that can be moved over the external memory interface in a second. It is worked out by multiplying the bus width by the speed of its memory. In the case of DDR memory, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high 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 number of texture units by the core speed of the chip. The better the texel rate, 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 can possibly write to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of colour ROPs 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 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 max fill rate.

Display Prices

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GeForce GT 440 1.5GB

Amazon.com

Check prices at:

GeForce GT 440 3GB

Amazon.com

Check prices at:

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.

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