NVIDIA GeForce GTX 950M
About GPU
The NVIDIA GeForce GTX 950M is a mid-range mobile GPU that offers decent performance for gaming and multimedia tasks. With a base clock speed of 993MHz and a boost clock of 1124MHz, it provides smooth gameplay and fast video rendering. The 4GB of DDR3 memory and a memory clock of 900MHz ensure that it can handle graphics-heavy applications with ease.
With 640 shading units and 2MB of L2 cache, the GTX 950M is capable of delivering detailed and vibrant visuals. The TDP of 75W also makes it a power-efficient option for laptops, ensuring longer battery life without sacrificing performance.
In terms of gaming performance, the GTX 950M offers a theoretical performance of 1.439 TFLOPS, which translates to smooth gameplay in many popular titles. It may not be able to handle the latest AAA games at high settings, but it can certainly run them at medium to high settings without any issues.
One potential downside of the GTX 950M is that it uses DDR3 memory, which is not as fast as GDDR5 memory. This may impact its performance in some scenarios, but for most general use cases, it should still provide a satisfactory experience.
Overall, the NVIDIA GeForce GTX 950M is a solid choice for users looking for a capable mid-range GPU for their laptop. It offers good performance, power efficiency, and reliability, making it a worthwhile option for those who prioritize a balance of price and performance in their mobile graphics solution.
Basic
Label Name
NVIDIA
Platform
Mobile
Launch Date
March 2015
Model Name
GeForce GTX 950M
Generation
GeForce 900M
Base Clock
993MHz
Boost Clock
1124MHz
Bus Interface
PCIe 3.0 x8
Transistors
1,870 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.
40
Foundry
TSMC
Process Size
28 nm
Architecture
Maxwell
Memory Specifications
Memory Size
4GB
Memory Type
DDR3
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
900MHz
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.
28.80 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.
17.98 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.
44.96 GTexel/s
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.
44.96 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.
1.41
TFLOPS
Miscellaneous
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.
640
L1 Cache
64 KB (per SMM)
L2 Cache
2MB
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 (11_0)
CUDA
5.0
Shader Model
5.1
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.
16
Benchmarks
FP32 (float)
Score
1.41
TFLOPS
Blender
Score
132
OctaneBench
Score
26
Vulkan
Score
8917
OpenCL
Score
9440
Compared to Other GPU
FP32 (float)
/ TFLOPS
Blender
OctaneBench
Vulkan
OpenCL