NVIDIA GeForce MX150

NVIDIA GeForce MX150

NVIDIA GeForce MX150: Review of an Outdated but Relevant Solution for Compact Systems (April 2025)

Introduction

The NVIDIA GeForce MX150, released in 2017, remains one of the most recognized mobile GPUs for budget laptops. Despite its age, devices featuring this graphics card are still available on the market, especially in the used segment. This article will explore who may find the MX150 useful in 2025 and the compromises that come with it.


1. Architecture and Key Features

Pascal Architecture: A Modest Legacy

The MX150 is based on the Pascal architecture (GP108), manufactured using Samsung/TSMC's 14nm process. This was NVIDIA's first generation optimized for energy efficiency, which explains the card's popularity in ultrabooks. However, the MX150 lacks modern features:

- RTX (ray tracing) and DLSS (Deep Learning Super Sampling) — absent, as these technologies emerged only in Turing and Ampere.

- FidelityFX (AMD technologies) — not supported, although some effects are compatible through drivers.

A key feature is its minimal power consumption and passive cooling in certain models.


2. Memory: Limitations of an Outdated Standard

- Type and Capacity: GDDR5, available in 2 or 4 GB (depending on the variant).

- Bus and Bandwidth: 64-bit bus provides up to 48 GB/s (40 GB/s for the 4 GB version).

- Impact on Performance: The narrow bus and slow memory become a 'bottleneck' in gaming and rendering. For example, high-resolution textures can cause FPS drops.


3. Gaming Performance: Only Basic Tasks

The MX150 is designed for less demanding projects. Examples of FPS (1080p, low settings):

- CS2: 45-60 FPS (with dynamic drops in intense scenes).

- Fortnite: 30-40 FPS (Performance mode).

- Genshin Impact: 25-35 FPS (720p).

- Cyberpunk 2077: 15-20 FPS (720p, minimum settings — nearly unplayable).

Resolution Support:

- 1080p: Comfortable only for indie games or older titles (e.g., The Witcher 3 on low — 25-30 FPS).

- 1440p/4K: Not recommended even for office tasks due to lack of memory.


4. Professional Tasks: Minimal Capabilities

- Video Editing: Basic editing in DaVinci Resolve or Premiere Pro is possible, but rendering a 1080p video will take 2-3 times longer than on modern Intel Iris Xe iGPUs.

- 3D Modeling: Blender and AutoCAD work, but complex scenes require optimization. The CUDA cores (384) lag behind even the GTX 1650 (896 cores).

- Scientific Computations: Suitable for simple tasks on OpenCL/CUDA, but lacks sufficient VRAM and computing power for ML and neural networks.


5. Power Consumption and Heat Emission

- TDP: 10-25W (depending on the version: "Max-Q" or standard).

- Cooling: Passive systems or compact coolers. Overheating is rare, but under dusty conditions, throttling may occur.

- Case Recommendations: Ideal for thin laptops (e.g., ASUS ZenBook) or mini-PCs with ventilation holes.


6. Comparison with Competitors

AMD Radeon Vega 8 (Integrated):

- Lags behind the MX150 in games by 10-15% but consumes less power and is cheaper.

- Example: Rocket League — 50 FPS (Vega 8) vs 60 FPS (MX150).

Intel Iris Xe (2020+):

- Outperforms the MX150 in multitasking and supports AV1 decoding. Gaming performance is comparable (depends on optimization).

NVIDIA GeForce GTX 1650 Mobile:

- 2-3 times more powerful, but requires active cooling and has a TDP of 35-50W.


7. Practical Tips

- Power Supply: A 65W standard adapter is sufficient for laptops with the MX150. For mini-PCs, a 300W PSU is recommended.

- Compatibility: Only PCIe 3.0 x4. Supports Windows 10/11 and Linux (Nouveau drivers are limited).

- Drivers: NVIDIA ceased official support in 2024. The last stable version is 474.30.


8. Pros and Cons

Pros:

- Energy efficiency.

- Quiet operation in passive systems.

- Availability in used laptops ($150-250).

Cons:

- No support for modern APIs (DirectX 12 Ultimate, Vulkan 1.3).

- Weak gaming performance after 2020.

- Limited memory capacity.


9. Final Conclusion: Who is the MX150 Suitable for in 2025?

Target Audience:

- Students: For studying, watching videos, and occasional gaming.

- Office Users: Work with browsers, documents, and light editors.

- Owners of Old Systems: Upgrading PCs with integrated graphics (via MX150 in PCIe form factor).

Alternatives: If the budget allows $300-400, consider laptops with Intel Arc A350M or AMD Radeon 780M — they offer 3-4 times more performance with comparable TDP.


The MX150 is an example of a "workhorse" that has become technologically outdated but has maintained a niche popularity due to its reliability and affordability. In 2025, it should only be considered as a temporary solution or a choice strictly for basic tasks.

Basic

Label Name
NVIDIA
Platform
Mobile
Launch Date
May 2017
Model Name
GeForce MX150
Generation
GeForce MX
Base Clock
1469MHz
Boost Clock
1532MHz
Bus Interface
PCIe 3.0 x4
Transistors
1,800 million
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.
24
Foundry
Samsung
Process Size
14 nm
Architecture
Pascal

Memory Specifications

Memory Size
2GB
Memory Type
GDDR5
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
Memory Clock
1502MHz
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.
48.06 GB/s

Theoretical Performance

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.
24.51 GPixel/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.
36.77 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.
18.38 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.
36.77 GFLOPS
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.
1.153 TFLOPS

Miscellaneous

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.
3
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.
384
L1 Cache
48 KB (per SM)
L2 Cache
512KB
TDP
25W
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
OpenCL Version
3.0
OpenGL
4.6
DirectX
12 (12_1)
CUDA
6.1
Power Connectors
None
Shader Model
6.4
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.
16

Benchmarks

FP32 (float)
Score
1.153 TFLOPS
3DMark Time Spy
Score
984
Blender
Score
92.32
Vulkan
Score
8986
OpenCL
Score
9985

Compared to Other GPU

FP32 (float) / TFLOPS
1.194 +3.6%
1.175 +1.9%
1.126 -2.3%
1.097 -4.9%
3DMark Time Spy
5182 +426.6%
2755 +180%
1769 +79.8%
Blender
1497 +1521.5%
194 +110.1%
Vulkan
98446 +995.5%
69708 +675.7%
40716 +353.1%
18660 +107.7%
OpenCL
62821 +529.2%
38843 +289%
21442 +114.7%
11291 +13.1%