Compare any two graphics cards:
GeForce 9600 GT 1GB vs GeForce GTS 450
IntroThe GeForce 9600 GT 1GB features clock speeds of 650 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR3 RAM. It features 64 SPUs along with 32 Texture Address Units and 16 ROPs.
Compare those specs to the GeForce GTS 450, which comes with a GPU core clock speed of 783 MHz, and 512 MB of GDDR5 memory set to run at 902 MHz through a 128-bit bus. It also features 192 Stream Processors, 32 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTS 450 should perform just a bit faster than the GeForce 9600 GT 1GB in general. (explain)
Texel RateThe GeForce GTS 450 should be a bit (about 20%) faster with regards to anisotropic filtering than the GeForce 9600 GT 1GB. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTS 450 is a better choice, though only just barely. (explain)
Memory Bandwidth: Memory bandwidth is the largest amount of information (counted in MB per second) that can be moved over the external memory interface in one second. It's worked out by multiplying the interface width by its memory clock speed. In the case of DDR type memory, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better 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 in one second. This is worked out by multiplying the total texture units by the core speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly write to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of ROPs by the the core speed of the card. 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 many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.