Advantages
- Higher Boost Clock: 1665MHz (1665MHz vs 1207MHz)
- Higher Bandwidth: 224.0 GB/s (96.00 GB/s vs 224.0 GB/s)
- More Shading Units: 2560 (1024 vs 2560)
- Newer Launch Date: July 2022 (May 2022 vs July 2022)
Basic
NVIDIA
Label Name
NVIDIA
May 2022
Launch Date
July 2022
Mobile
Platform
Mobile
T550 Mobile
Model Name
GeForce RTX 3050 Mobile Refresh 4 GB
Quadro Mobile
Generation
GeForce 30 Mobile
1065MHz
Base Clock
652MHz
1665MHz
Boost Clock
1207MHz
PCIe 3.0 x16
Bus Interface
PCIe 4.0 x8
4,700 million
Transistors
8,700 million
-
RT Cores
20
-
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
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.
80
TSMC
Foundry
Samsung
12 nm
Process Size
8 nm
Turing
Architecture
Ampere
Memory Specifications
4GB
Memory Size
4GB
GDDR6
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
1500MHz
Memory Clock
1750MHz
96.00 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
Display and Media
No outputs
Outputs
Portable Device Dependent
Theoretical Performance
53.28 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.
38.62 GPixel/s
106.6 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.
96.56 GTexel/s
6.820 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.
6.180 TFLOPS
106.6 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.
96.56 GFLOPS
3.342
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.
6.304
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.
20
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.
2560
64 KB (per SM)
L1 Cache
128 KB (per SM)
1024KB
L2 Cache
2MB
23W
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.
1.3
3.0
OpenCL Version
3.0
4.6
OpenGL
4.6
7.5
CUDA
8.6
12 (12_1)
DirectX
12 Ultimate (12_2)
None
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.
32
6.6
Shader Model
6.7
Benchmarks
FP32 (float)
/ TFLOPS
T550 Mobile
3.342
GeForce RTX 3050 Mobile Refresh 4 GB
6.304
+89%
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