NVIDIA GeForce MX150
vs
NVIDIA GeForce GTX 1650 Mobile

vs

GPU Comparison Result

Below are the results of a comparison of NVIDIA GeForce MX150 and NVIDIA GeForce GTX 1650 Mobile video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Higher Boost Clock: 1532MHz (1532MHz vs 1515MHz)
  • Larger Memory Size: 4GB (2GB vs 4GB)
  • Higher Bandwidth: 192.0 GB/s (48.06 GB/s vs 192.0 GB/s)
  • More Shading Units: 1024 (384 vs 1024)
  • Newer Launch Date: April 2020 (May 2017 vs April 2020)

Basic

NVIDIA
Label Name
NVIDIA
May 2017
Launch Date
April 2020
Mobile
Platform
Mobile
GeForce MX150
Model Name
GeForce GTX 1650 Mobile
GeForce MX
Generation
GeForce 16 Mobile
1469MHz
Base Clock
1380MHz
1532MHz
Boost Clock
1515MHz
PCIe 3.0 x4
Bus Interface
PCIe 3.0 x16
1,800 million
Transistors
4,700 million
24
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
Samsung
Foundry
TSMC
14 nm
Process Size
12 nm
Pascal
Architecture
Turing

Memory Specifications

2GB
Memory Size
4GB
GDDR5
Memory Type
GDDR6
64bit
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
1502MHz
Memory Clock
1500MHz
48.06 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.
192.0 GB/s

Display and Media

No outputs
Outputs
No outputs

Theoretical Performance

24.51 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.
48.48 GPixel/s
36.77 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.
96.96 GTexel/s
18.38 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.
6.205 TFLOPS
36.77 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.
96.96 GFLOPS
1.153 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.
3.041 TFLOPS

Miscellaneous

3
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.
16
384
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
48 KB (per SM)
L1 Cache
64 KB (per SM)
512KB
L2 Cache
1024KB
25W
TDP
50W
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
3.0
4.6
OpenGL
4.6
6.1
CUDA
7.5
12 (12_1)
DirectX
12 (12_1)
None
Power Connectors
None
16
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
6.6

Benchmarks

FP32 (float) / TFLOPS
GeForce MX150
1.153
GeForce GTX 1650 Mobile
3.041 +164%
3DMark Time Spy
GeForce MX150
984
GeForce GTX 1650 Mobile
3514 +257%