NVIDIA GeForce RTX 4050
vs
NVIDIA RTX 500 Mobile Ada Generation

vs

GPU Comparison Result

Below are the results of a comparison of NVIDIA GeForce RTX 4050 and NVIDIA RTX 500 Mobile Ada Generation video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Higher Boost Clock: 1605-2370MHz (1605-2370MHz vs 2025MHz)
  • Larger Memory Size: 6GB (6GB vs 4GB)
  • Higher Bandwidth: 192.0 GB/s (192.0 GB/s vs 128.0 GB/s)
  • More Shading Units: 2560 (2560 vs 2048)
  • Newer Launch Date: February 2024 (February 2023 vs February 2024)

Basic

NVIDIA
Label Name
NVIDIA
February 2023
Launch Date
February 2024
Laptop
Platform
Mobile
GeForce RTX 4050 Laptop GPU
Model Name
RTX 500 Mobile Ada Generation
GeForce 40
Generation
Quadro Ada-M
-
Base Clock
1485MHz
1605-2370MHz
Boost Clock
2025MHz
PCIe 4.0 x8
Bus Interface
PCIe 4.0 x8
20
RT Cores
-
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.
-
TSMC
Foundry
-
TSMC 4N
Process Size
-
Ada Lovelace
Architecture
-

Memory Specifications

6GB
Memory Size
4GB
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.
64bit
2000MHz
Memory Clock
2000MHz
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.
128.0 GB/s

Theoretical Performance

75.84 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.
64.80 GPixel/s
189.6 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.
129.6 GTexel/s
12.13 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.
8.294 TFLOPS
189.6 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.
129.6 GFLOPS
12.13 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.
8.46 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.
16
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.
2048
128 KB (per SM)
L1 Cache
128 KB (per SM)
12MB
L2 Cache
12MB
35-115W
TDP
35W
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
-
8.9
CUDA
-
12 Ultimate (12_2)
DirectX
-
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.
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6.7
Shader Model
-

Benchmarks

FP32 (float) / TFLOPS
GeForce RTX 4050
12.13 +43%
RTX 500 Mobile Ada Generation
8.46