NVIDIA GeForce RTX 4050 Mobile vs AMD Radeon RX 6600M

GPU Comparison Result

Below are the results of a comparison of NVIDIA GeForce RTX 4050 Mobile and AMD Radeon RX 6600M video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • More Shading Units: 2560 (2560 vs 1792)
  • Newer Launch Date: January 2023 (January 2023 vs May 2021)
  • Higher Boost Clock: 2416MHz (1755MHz vs 2416MHz)
  • Larger Memory Size: 8GB (6GB vs 8GB)
  • Higher Bandwidth: 224.0 GB/s (192.0 GB/s vs 224.0 GB/s)

Basic

NVIDIA
Label Name
AMD
January 2023
Launch Date
May 2021
Mobile
Platform
Mobile
GeForce RTX 4050 Mobile
Model Name
Radeon RX 6600M
GeForce 40 Mobile
Generation
Mobility Radeon
1455MHz
Base Clock
2068MHz
1755MHz
Boost Clock
2416MHz
PCIe 4.0 x16
Bus Interface
PCIe 4.0 x8
Unknown
Transistors
11,060 million
20
RT Cores
28
-
Compute Units
28
80
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.
-
80
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.
112
TSMC
Foundry
TSMC
5 nm
Process Size
7 nm
Ada Lovelace
Architecture
RDNA 2.0

Memory Specifications

6GB
Memory Size
8GB
GDDR6
Memory Type
GDDR6
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.
128bit
2000MHz
Memory Clock
1750MHz
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.
224.0 GB/s

Theoretical Performance

84.24 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.
154.6 GPixel/s
140.4 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.
270.6 GTexel/s
8.986 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.
17.32 TFLOPS
140.4 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.
541.2 GFLOPS
9.166 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.
8.832 TFLOPS

Miscellaneous

20
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.
-
2560
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.
1792
128 KB (per SM)
L1 Cache
128 KB per Array
12MB
L2 Cache
2MB
50W
TDP
100W
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
12 Ultimate (12_2)
DirectX
12 Ultimate (12_2)
8.9
CUDA
-
None
Power Connectors
None
48
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.
64
6.7
Shader Model
6.5

Benchmarks

Shadow of the Tomb Raider 2160p / fps
GeForce RTX 4050 Mobile
33 +3%
Radeon RX 6600M
32
Shadow of the Tomb Raider 1440p / fps
GeForce RTX 4050 Mobile
67
Radeon RX 6600M
67
Shadow of the Tomb Raider 1080p / fps
GeForce RTX 4050 Mobile
112 +2%
Radeon RX 6600M
110
GTA 5 2160p / fps
GeForce RTX 4050 Mobile
65 +14%
Radeon RX 6600M
57
GTA 5 1440p / fps
GeForce RTX 4050 Mobile
65 +7%
Radeon RX 6600M
61
GTA 5 1080p / fps
GeForce RTX 4050 Mobile
171 +13%
Radeon RX 6600M
151
FP32 (float) / TFLOPS
GeForce RTX 4050 Mobile
9.166 +4%
Radeon RX 6600M
8.832
3DMark Time Spy
GeForce RTX 4050 Mobile
8280 +6%
Radeon RX 6600M
7842
Blender
GeForce RTX 4050 Mobile
2829 +216%
Radeon RX 6600M
896