Advantages
- Larger Memory Size: 3GB (3GB vs System Shared)
- Higher Bandwidth: 84.10 GB/s (84.10 GB/s vs System Dependent)
- Higher Boost Clock: 2900MHz (1442MHz vs 2900MHz)
- Newer Launch Date: January 2023 (February 2019 vs January 2023)
Basic
NVIDIA
Label Name
AMD
February 2019
Launch Date
January 2023
Mobile
Platform
Integrated
GeForce GTX 1050 Mobile 3 GB
Model Name
Radeon 780M
GeForce 10 Mobile
Generation
Navi III IGP
1366MHz
Base Clock
1500MHz
1442MHz
Boost Clock
2900MHz
PCIe 3.0 x16
Bus Interface
PCIe 4.0 x8
3,300 million
Transistors
25,390 million
-
RT Cores
12
-
Compute Units
12
48
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.
48
Samsung
Foundry
TSMC
14 nm
Process Size
4 nm
Pascal
Architecture
RDNA 3.0
Memory Specifications
3GB
Memory Size
System Shared
GDDR5
Memory Type
System Shared
96bit
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.
System Shared
1752MHz
Memory Clock
SystemShared
84.10 GB/s
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.
System Dependent
Display and Media
No outputs
Outputs
Portable Device Dependent
Theoretical Performance
34.61 GPixel/s
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.
92.80 GPixel/s
69.22 GTexel/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.
139.2 GTexel/s
34.61 GFLOPS
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.
17.82 TFLOPS
69.22 GFLOPS
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.
556.8 GFLOPS
2.259
TFLOPS
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.
8.731
TFLOPS
Miscellaneous
6
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.
-
768
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.
768
48 KB (per SM)
L1 Cache
128 KB per Array
768KB
L2 Cache
2MB
75W
TDP
15W
1.3
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
3.0
OpenCL Version
2.1
4.6
OpenGL
4.6
6.1
CUDA
-
12 (12_1)
DirectX
12 Ultimate (12_2)
None
Power Connectors
None
24
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
6.4
Shader Model
6.7
Benchmarks
FP32 (float)
/ TFLOPS
GeForce GTX 1050 Mobile 3 GB
2.259
Radeon 780M
8.731
+286%
Blender
GeForce GTX 1050 Mobile 3 GB
181
Radeon 780M
281.09
+55%
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