GPU Comparison
RADEON
ATI Wii GPU
CORE STATE
Hollywood
VRAM
64 MB
CLOCK SPEED
—
TDP
45 W
BUS WIDTH
64 bit
ARCHITECTURE
Ultra-Threaded SE
PROCESS
90 nm
LAUNCH DATE
2006
VS
GEFORCE
GeForce GTX 1650 Mobile
CORE STATE
TU117
VRAM
4 GB
CLOCK SPEED
1560 MHz
TDP
50 W
BUS WIDTH
128 bit
ARCHITECTURE
Turing
PROCESS
12 nm
LAUNCH DATE
2019
DETAILED SPECIFICATIONS
SPECIFICATION
ATI Wii GPU
GTX 1650 Mobile
Core Specs
Shading Units
—
1,024
Shaders
—
1,024
TMUs
4
64
+1500.0%
ROPs
4
32
+700.0%
SM Count
—
16
Clocks
Base Clock
—
1395 MHz
Boost Clock
—
1560 MHz
GPU Clock
243 MHz
—
Memory Clock
243 MHz
486 Mbps effective
2001 MHz
8 Gbps effective
Memory
Memory Size
64 MB
4 GB
VRAM (MB)
64
4,096
+6300.0%
Memory Type
GDDR3
GDDR5
Memory Bus
64 bit
128 bit
Bandwidth
3.888 GB/s
128.1 GB/s
Cache
L1 Cache
—
64 KB (per SM)
L2 Cache
—
1024 KB
Performance
Pixel Rate
972.0 MPixel/s
49.92 GPixel/s
Texture Rate
972.0 MTexel/s
99.84 GTexel/s
FP32 (TFLOPS)
—
3.195 TFLOPS
FP64 (TFLOPS)
—
99.84 GFLOPS (1:32)
FP16 (TFLOPS)
—
6.390 TFLOPS (2:1)
Power
TDP
45 W
50 W
TDP (W)
45
50
+11.1%
Power Connectors
—
None
Architecture
Architecture
Ultra-Threaded SE
Turing
GPU Name
Hollywood
TU117
Generation
Console GPU
(Nintendo)
GeForce 16 Mobile
Process Size
90 nm
12 nm
Transistors
107 million
4,700 million
Die Size
95 mm²
200 mm²
Foundry
NEC
TSMC
Density
1.1M / mm²
23.5M / mm²
API Support
DirectX
—
12 (12_1)
OpenGL
—
4.6
Vulkan
—
1.4
OpenCL
—
3.0
CUDA
—
7.5
Shader Model
—
6.8
Physical
Length
157 mm
6.2 inches
—
Height
197 mm
7.8 inches
—
Outputs
No outputs
Portable Device Dependent
Bus Interface
—
PCIe 3.0 x16
Other
Launch Price
249 USD
—
Production
End-of-life
End-of-life
Predecessor
—
GeForce 10 Mobile
Successor
—
GeForce 20 Mobile