NVIDIA GeForce RTX 2050 Mobile vs AMD Radeon Vega 7 Mobile

GPU Comparison Result

Below are the results of a comparison of NVIDIA GeForce RTX 2050 Mobile and AMD Radeon Vega 7 Mobile video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Larger Memory Size: 4GB (4GB vs System Shared)
  • Higher Bandwidth: 112.0 GB/s (112.0 GB/s vs System Dependent)
  • More Shading Units: 2048 (2048 vs 448)
  • Newer Launch Date: December 2021 (December 2021 vs April 2021)
  • Higher Boost Clock: 1900MHz (1477MHz vs 1900MHz)

Basic

NVIDIA
Label Name
AMD
December 2021
Launch Date
April 2021
Mobile
Platform
Integrated
GeForce RTX 2050 Mobile
Model Name
Radeon Vega 7 Mobile
GeForce 20 Mobile
Generation
Cezanne
1185MHz
Base Clock
300MHz
1477MHz
Boost Clock
1900MHz
PCIe 3.0 x8
Bus Interface
IGP
Unknown
Transistors
9,800 million
32
RT Cores
-
-
Compute Units
7
64
Tensor Cores
?
Tensor Cores are specialized processing units designed specifically for deep learning, providing higher training and inference performance compared to FP32 training. They enable rapid computations in areas such as computer vision, natural language processing, speech recognition, text-to-speech conversion, and personalized recommendations. The two most notable applications of Tensor Cores are DLSS (Deep Learning Super Sampling) and AI Denoiser for noise reduction.
-
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.
28
Samsung
Foundry
TSMC
8 nm
Process Size
7 nm
Ampere
Architecture
GCN 5.1

Memory Specifications

4GB
Memory Size
System Shared
GDDR6
Memory Type
System Shared
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.
System Shared
1750MHz
Memory Clock
SystemShared
112.0 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.
System Dependent

Theoretical Performance

47.26 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.
15.20 GPixel/s
94.53 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.
53.20 GTexel/s
12.10 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.
3.405 TFLOPS
189.1 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.
106.4 GFLOPS
5.929 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.
1.736 TFLOPS

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.
-
2048
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.
448
64 KB (per SM)
L1 Cache
-
2MB
L2 Cache
-
45W
TDP
45W
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.
1.2
3.0
OpenCL Version
2.1
4.6
OpenGL
4.6
8.6
CUDA
-
12 Ultimate (12_2)
DirectX
12 (12_1)
1x 6-pin
Power Connectors
None
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.
8
6.6
Shader Model
6.4

Benchmarks

FP32 (float) / TFLOPS
GeForce RTX 2050 Mobile
5.929 +242%
Radeon Vega 7 Mobile
1.736
3DMark Time Spy
GeForce RTX 2050 Mobile
3430 +233%
Radeon Vega 7 Mobile
1031