Nvidia GeForce 400 vs Nvidia GeForce GTX 1650 Super

Nvidia GeForce 400 on Amazon USA
Nvidia GeForce GTX 1650 Super on Amazon USA


Compare the technical characteristics between the group of graphics cards Nvidia GeForce 400 and the video card Nvidia GeForce GTX 1650 Super. We also have a comparison of the respective performances with the benchmarks, the power in terms of GFLOPS FP16, GFLOPS FP32, GFLOPS FP64 if available, the filling rate in GPixels/s, the filtering rate in GTexels/s.






Specification comparison:


Nvidia GeForce GTX 490 2010 Q1 40 nm 608 608 1536 3072 365 960 120 96 30 36.48 72.96 2332 291.6
Nvidia GeForce GTX 480 2010 Q1 40 nm 701 701 768 1536 250 110 480 60 48 15 21.03 42.06 1345 168.1
Nvidia GeForce GTX 470 2010 Q1 40 nm 608 608 640 1280 215 105 448 56 40 14 17.02 34.05 1089 136.1
Nvidia GeForce GTX 465 2010 Q2 40 nm 608 608 512 1024 200 352 44 32 11 13.38 26.75 855.4 106.9
Nvidia GeForce GTX 460 2010 Q3 40 nm 675 675 512 1024 160 105 336 56 32 7 9.45 37.8 907.2 75.6
Nvidia GeForce GTX 1650 Super 2019 Q4 12 nm 1530 1725 1000 4000 100 90 1280 80 32 20 55.2 138 8832 4416 138
Nvidia GeForce GTS 450 2010 Q3 40 nm 783 783 256 1024 106 100 192 32 16 4 6.26 25.06 601.3 50.11
Nvidia GeForce GT 440 2011 Q1 40 nm 810 810 256 1024 65 96 16 4 2 3.24 12.96 311 25.92
Nvidia GeForce GT 430 2010 Q4 40 nm 700 700 128 512 49 96 16 4 2 2.8 11.2 268.8 22.4
Nvidia GeForce GT 425M 2010 Q3 40 nm 560 560 256 1024 23 96 16 4 2 2.24 8.96 215 17.92
Nvidia GeForce GT 420 OEM 2010 Q3 40 nm 700 700 256 1024 50 48 4 4 1 1.4 2.8 134.4 11.2
Nvidia GeForce 405 OEM 2010 Q3 40 nm 475 475 32 512 25 48 16 8 6 3.8 7.6 105.6




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TMUs: texture mapping units. This unit was a physical processor separated from the main graphics processing units. It is able to distort a bitmap image, and also to resize it, to rotate it and to place it as a texture onto a plane of a specific 3D model.

ROPs: render output units. The other name of this unit is raster operations pipeline. This hadware component is taking pixel and texel information, and processing it through vector and matrix operations. The result will be a depth value or a final pixel. It is able to control antialiasing with the merge of several sample into one pixel.

SM / SMX, CUs (compute units) : streaming multiprocessor. These processors are implied in the Kepler's power efficiency when the GPU is using one unified clock speed.

The term pixel fillrate is refering to the number of pixels that the video card is able to generate every second. This performance is achieved by multiplying the raster output units (ROPs) by the clock frequency of the graphics processor unit (GPU). Matrix and vector operations allow pixel pipelines to process pixels and texels stored in the buffer. The ROPs will then generate transactions between the buffer and local memory. You should know that the higher the pixel rate, the greater the screen resolution that the GPU can manage.

The term texture fillrate refers to the number of map texture elements (texels) that the GPU is capable of generating per second. This performance is achieved by multiplying the texture mapping units (TMUs) by the clock frequency of the graphics processor unit. To make a 3D scene in a video game or in 3D editing software such as Blender, the graphics card must perform what is called texture mapping with the texture mapping units.



Performance comparison with the benchmarks:

FP32 Performance in GFLOPS
Nvidia GeForce GTX 1650 Super 4,416
Nvidia GeForce GTX 490 2,332
Nvidia GeForce GTX 480 1,345
Nvidia GeForce GTX 470 1,089
Nvidia GeForce GTX 460 907.2
Nvidia GeForce GTX 465 855.4
Nvidia GeForce GTS 450 601.3
Nvidia GeForce GT 440 311
Nvidia GeForce GT 430 268.8
Nvidia GeForce GT 425M 215
Nvidia GeForce GT 420 OEM 134.4
Nvidia GeForce 405 OEM 105.6



Single-precision floating-point format, also called FP32, is a computer number format that typically occupies 32 bits in PC memory. This represents a wide dynamic range of numeric values that employs a floating point. FP32 power helps assess the video card's capabilities for generating rendering workloads. Video games use INT32 and FP32 cores to manage calculations with integers and numbers with decimals in order to produce maps, bone matrices on which the vertex shaders will calculate the vertices. Values in single precision format are mainly used in video games and 3D software.


See also:

Nvidia GeForce 4000




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