Advantages
- Larger Memory Size: 6GB (6GB vs 4GB)
- Higher Bandwidth: 192.0 GB/s (150.3 GB/s vs 192.0 GB/s)
- More Shading Units: 896 (448 vs 896)
- Newer Launch Date: July 2020 (July 2011 vs July 2020)
Basic
NVIDIA
Label Name
NVIDIA
July 2011
Launch Date
July 2020
Professional
Platform
Desktop
Tesla C2075
Model Name
GeForce GTX 1650 TU116
Tesla
Generation
GeForce 16
-
Base Clock
1410MHz
-
Boost Clock
1590MHz
PCIe 2.0 x16
Bus Interface
PCIe 3.0 x16
3,000 million
Transistors
6,600 million
56
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.
56
TSMC
Foundry
TSMC
40 nm
Process Size
12 nm
Fermi 2.0
Architecture
Turing
Memory Specifications
6GB
Memory Size
4GB
GDDR5
Memory Type
GDDR6
384bit
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
783MHz
Memory Clock
1500MHz
150.3 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
1x DVI
Outputs
1x DVI
1x HDMI 2.0
1x DisplayPort 1.4a
1x HDMI 2.0
1x DisplayPort 1.4a
Theoretical Performance
16.07 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.
50.88 GPixel/s
32.14 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.
89.04 GTexel/s
-
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.
5.699 TFLOPS
513.9 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.
89.04 GFLOPS
1.007
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.
2.792
TFLOPS
Miscellaneous
14
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.
14
448
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.
896
64 KB (per SM)
L1 Cache
64 KB (per SM)
768KB
L2 Cache
1024KB
247W
TDP
80W
-
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
1.1
OpenCL Version
3.0
4.6
OpenGL
4.6
2.0
CUDA
7.5
12 (11_0)
DirectX
12 (12_1)
1x 6-pin + 1x 8-pin
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.
32
5.1
Shader Model
6.6
550W
Suggested PSU
250W
Benchmarks
FP32 (float)
/ TFLOPS
Tesla C2075
1.007
GeForce GTX 1650 TU116
2.792
+177%
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