NVIDIA GeForce GTX 1650

NVIDIA GeForce GTX 1650

About GPU

The NVIDIA GeForce GTX 1650 is a budget-friendly GPU that offers impressive performance for its price point. With a base clock of 1485MHz and a boost clock of 1665MHz, this GPU delivers smooth and responsive gameplay in a variety of titles. The 4GB of GDDR5 memory and a memory clock of 2001MHz ensure that the GTX 1650 can handle demanding textures and high-resolution displays without sacrificing performance. With 896 shading units and a TDP of 75W, the GTX 1650 strikes a good balance between power consumption and graphical capabilities. In real-world performance tests, the GTX 1650 has demonstrated its ability to deliver smooth frame rates in popular titles such as GTA 5, Battlefield 5, and Shadow of the Tomb Raider. With frame rates of 100 fps, 63 fps, and 42 fps in 1080p, the GTX 1650 provides an enjoyable gaming experience for casual and mid-range gamers. In addition to its gaming performance, the GTX 1650 also excels in content creation and productivity tasks. Its 2.984 TFLOPS theoretical performance makes it capable of handling video editing, graphic design, and 3D rendering with ease. Overall, the NVIDIA GeForce GTX 1650 is a compelling choice for budget-conscious gamers and content creators looking for an affordable GPU that delivers excellent performance in a variety of applications. With its impressive gaming performance and efficient power consumption, the GTX 1650 offers great value for its price.

Basic

Label Name
NVIDIA
Platform
Desktop
Launch Date
April 2019
Model Name
GeForce GTX 1650
Generation
GeForce 16
Base Clock
1485MHz
Boost Clock
1665MHz
Bus Interface
PCIe 3.0 x16
Transistors
4,700 million
TMUs
?
Texture Mapping Units (TMUs) serve as components of the GPU, which are capable of rotating, scaling, and distorting binary images, and then placing them as textures onto any plane of a given 3D model. This process is called texture mapping.
56
Foundry
TSMC
Process Size
12 nm
Architecture
Turing

Memory Specifications

Memory Size
4GB
Memory Type
GDDR5
Memory Bus
?
The memory bus width refers to the number of bits of data that the video memory can transfer within a single clock cycle. The larger the bus width, the greater the amount of data that can be transmitted instantaneously, making it one of the crucial parameters of video memory. The memory bandwidth is calculated as: Memory Bandwidth = Memory Frequency x Memory Bus Width / 8. Therefore, when the memory frequencies are similar, the memory bus width will determine the size of the memory bandwidth.
128bit
Memory Clock
2001MHz
Bandwidth
?
Memory bandwidth refers to the data transfer rate between the graphics chip and the video memory. It is measured in bytes per second, and the formula to calculate it is: memory bandwidth = working frequency × memory bus width / 8 bits.
128.1 GB/s

Theoretical Performance

Pixel Rate
?
Pixel fill rate refers to the number of pixels a graphics processing unit (GPU) can render per second, measured in MPixels/s (million pixels per second) or GPixels/s (billion pixels per second). It is the most commonly used metric to evaluate the pixel processing performance of a graphics card.
53.28 GPixel/s
Texture Rate
?
Texture fill rate refers to the number of texture map elements (texels) that a GPU can map to pixels in a single second.
93.24 GTexel/s
FP16 (half)
?
An important metric for measuring GPU performance is floating-point computing capability. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable. Single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks, while double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy.
5.967 TFLOPS
FP64 (double)
?
An important metric for measuring GPU performance is floating-point computing capability. Double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy, while single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
93.24 GFLOPS
FP32 (float)
?
An important metric for measuring GPU performance is floating-point computing capability. Single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks, while double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
3.044 TFLOPS

Miscellaneous

SM Count
?
Multiple Streaming Processors (SPs), along with other resources, form a Streaming Multiprocessor (SM), which is also referred to as a GPU's major core. These additional resources include components such as warp schedulers, registers, and shared memory. The SM can be considered the heart of the GPU, similar to a CPU core, with registers and shared memory being scarce resources within the SM.
14
Shading Units
?
The most fundamental processing unit is the Streaming Processor (SP), where specific instructions and tasks are executed. GPUs perform parallel computing, which means multiple SPs work simultaneously to process tasks.
896
L1 Cache
64 KB (per SM)
L2 Cache
1024KB
TDP
75W
Vulkan Version
?
Vulkan is a cross-platform graphics and compute API by Khronos Group, offering high performance and low CPU overhead. It lets developers control the GPU directly, reduces rendering overhead, and supports multi-threading and multi-core processors.
1.3
OpenCL Version
3.0
OpenGL
4.6
DirectX
12 (12_1)
CUDA
7.5
Power Connectors
None
Shader Model
6.6
ROPs
?
The Raster Operations Pipeline (ROPs) is primarily responsible for handling lighting and reflection calculations in games, as well as managing effects like anti-aliasing (AA), high resolution, smoke, and fire. The more demanding the anti-aliasing and lighting effects in a game, the higher the performance requirements for the ROPs; otherwise, it may result in a sharp drop in frame rate.
32
Suggested PSU
250W

Benchmarks

Shadow of the Tomb Raider 2160p
Score
12 fps
Shadow of the Tomb Raider 1440p
Score
27 fps
Shadow of the Tomb Raider 1080p
Score
41 fps
Battlefield 5 2160p
Score
21 fps
Battlefield 5 1440p
Score
47 fps
Battlefield 5 1080p
Score
64 fps
GTA 5 2160p
Score
27 fps
GTA 5 1440p
Score
29 fps
GTA 5 1080p
Score
98 fps
FP32 (float)
Score
3.044 TFLOPS
3DMark Time Spy
Score
3521
Vulkan
Score
37482
OpenCL
Score
39502

Compared to Other GPU

Shadow of the Tomb Raider 2160p / fps
26 +116.7%
15 +25%
Shadow of the Tomb Raider 1440p / fps
95 +251.9%
75 +177.8%
54 +100%
Shadow of the Tomb Raider 1080p / fps
141 +243.9%
107 +161%
79 +92.7%
46 +12.2%
Battlefield 5 2160p / fps
34 +61.9%
Battlefield 5 1440p / fps
100 +112.8%
91 +93.6%
Battlefield 5 1080p / fps
139 +117.2%
122 +90.6%
90 +40.6%
GTA 5 2160p / fps
146 +440.7%
68 +151.9%
55 +103.7%
GTA 5 1440p / fps
153 +427.6%
103 +255.2%
82 +182.8%
62 +113.8%
GTA 5 1080p / fps
213 +117.3%
136 +38.8%
FP32 (float) / TFLOPS
3.291 +8.1%
3.193 +4.9%
2.911 -4.4%
3DMark Time Spy
2282 -35.2%
1420 -59.7%
Vulkan
98839 +163.7%
69708 +86%
40716 +8.6%
5522 -85.3%
OpenCL
86545 +119.1%
63654 +61.1%
22818 -42.2%
11820 -70.1%