NVIDIA GeForce GTX 1650 Mobile
vs
Intel Arc 140V

vs

GPU Comparison Result

Below are the results of a comparison of NVIDIA GeForce GTX 1650 Mobile and Intel Arc 140V video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Higher Boost Clock: 1515MHz (1515MHz vs 2.05 GHz)
  • Newer Launch Date: July 2024 (April 2020 vs July 2024)

Basic

NVIDIA
Label Name
Intel
April 2020
Launch Date
July 2024
Mobile
Platform
Integrated
GeForce GTX 1650 Mobile
Model Name
Intel Arc 140V GPU
GeForce 16 Mobile
Generation
Arc Graphics
1380MHz
Base Clock
400 MHz
1515MHz
Boost Clock
2.05 GHz
PCIe 3.0 x16
Bus Interface
-
4,700 million
Transistors
-
-
RT Cores
8
-
Compute Units
8 Xe-cores
64
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.
64
TSMC
Foundry
TSMC
12 nm
Process Size
3 nm
Turing
Architecture
Xe2-LPG

Memory Specifications

4GB
Memory Size
-
GDDR6
Memory Type
System Shared
128bit
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.
-
1500MHz
Memory Clock
-
192.0 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.
-

Display and Media

-
AV1 Encode/Decode
Yes
-
H.264 Hardware Encode/Decode
Yes
-
H.265 HEVC Hardware Encode/Decode
Yes
-
H.266 VVC Hardware Encode/Decode
Decode Only
-
Intel Quick Sync Video
Yes
-
Max Resolution DP
7680 x 4320 @ 60Hz
-
Max Resolution eDP
3840 x 2400 @ 120Hz
-
Max Resolution HDMI
4096 x 2304 @ 60Hz (HDMI 2.1 TMDS), 7680 x 4320 @ 60Hz (HDMI 2.1 FRL)
-
Number of Displays Supported
3
No outputs
Outputs
eDP 1.5, DisplayPort 2.1 UHBR20, HDMI 2.1 FRL

Theoretical Performance

48.48 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.
65.6 GPixel/s
96.96 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.
131.2 GTexel/s
6.205 TFLOPS
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.
-
96.96 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.
-
3.041 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.
4.2 TFLOPS

AI Features

-
AI Software Frameworks Supported by GPU
OpenVINO, WindowsML, DirectML, ONNX RT, WebGPU, WebNN
-
GPU Peak TOPS (Int8)
67
-
Intel Deep Learning Boost on GPU
Yes

Miscellaneous

16
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.
-
1024
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.
1024
64 KB (per SM)
L1 Cache
-
1024KB
L2 Cache
8 MB
50W
TDP
-
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.
-
3.0
OpenCL Version
3.0
4.6
OpenGL
4.6
7.5
CUDA
-
12 (12_1)
DirectX
DirectX 12.2
None
Power Connectors
-
32
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
6.6
Shader Model
-

Benchmarks

FP32 (float) / TFLOPS
GeForce GTX 1650 Mobile
3.041
Arc 140V
4.2 +38%
3DMark Time Spy
GeForce GTX 1650 Mobile
3514
Arc 140V
4062 +16%