GEFORCE

NVIDIA GeForce GT 330M Mac Edition

NVIDIA graphics card specifications and benchmark scores

512 MB
VRAM
MHz Boost
23W
TDP
128
Bus Width

At a Glance

NVIDIA
VRAM 512 MB
Shaders 48
Bus Width 128-bit
TDP 23W
Memory Type GDDR3
Architecture Tesla 2.0
nm
Process 40 nm
Released Apr 2010

NVIDIA GeForce GT 330M Mac Edition Specifications

GeForce GT 330M Mac Edition GPU Core

Shader units and compute resources

The NVIDIA GeForce GT 330M Mac Edition GPU core specifications define its raw processing power for graphics and compute workloads. Shading units (also called CUDA cores, stream processors, or execution units depending on manufacturer) handle the parallel calculations required for rendering. TMUs (Texture Mapping Units) process texture data, while ROPs (Render Output Units) handle final pixel output. Higher shader counts generally translate to better GPU benchmark performance, especially in demanding games and 3D applications.

Shading Units
48
Shaders
48
TMUs
16
ROPs
8
SM Count
6

GT 330M Mac Edition Clock Speeds

GPU and memory frequencies

Clock speeds directly impact the GeForce GT 330M Mac Edition's performance in GPU benchmarks and real-world gaming. The base clock represents the minimum guaranteed frequency, while the boost clock indicates peak performance under optimal thermal conditions. Memory clock speed affects texture loading and frame buffer operations. The GeForce GT 330M Mac Edition by NVIDIA dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.

GPU Clock
500 MHz
Memory Clock
790 MHz 1580 Mbps effective
Shader Clock
1100 MHz
GDDR GDDR 6X 6X

NVIDIA's GeForce GT 330M Mac Edition Memory

VRAM capacity and bandwidth

VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The GeForce GT 330M Mac Edition's memory capacity determines how well it handles high-resolution textures and multiple displays. Memory bandwidth, measured in GB/s, affects how quickly data moves between the GPU and VRAM. Higher bandwidth improves performance in memory-intensive scenarios like 4K gaming. The memory bus width and type (GDDR6, GDDR6X, HBM) significantly influence overall GPU benchmark scores.

Memory Size
512 MB
VRAM
512 MB
Memory Type
GDDR3
VRAM Type
GDDR3
Memory Bus
128 bit
Bus Width
128-bit
Bandwidth
25.28 GB/s

GeForce GT 330M Mac Edition by NVIDIA Cache

On-chip cache hierarchy

On-chip cache provides ultra-fast data access for the GT 330M Mac Edition, reducing the need to fetch data from slower VRAM. L1 and L2 caches store frequently accessed data close to the compute units. AMD's Infinity Cache (L3) dramatically increases effective bandwidth, improving GPU benchmark performance without requiring wider memory buses. Larger cache sizes help maintain high frame rates in memory-bound scenarios and reduce power consumption by minimizing VRAM accesses.

L2 Cache
64 KB

GT 330M Mac Edition Theoretical Performance

Compute and fill rates

Theoretical performance metrics provide a baseline for comparing the NVIDIA GeForce GT 330M Mac Edition against other graphics cards. FP32 (single-precision) performance, measured in TFLOPS, indicates compute capability for gaming and general GPU workloads. FP64 (double-precision) matters for scientific computing. Pixel and texture fill rates determine how quickly the GPU can render complex scenes. While real-world GPU benchmark results depend on many factors, these specifications help predict relative performance levels.

FP32 (Float)
105.6 GFLOPS
Pixel Rate
4.000 GPixel/s
Texture Rate
8.000 GTexel/s

Tesla 2.0 Architecture & Process

Manufacturing and design details

The NVIDIA GeForce GT 330M Mac Edition is built on NVIDIA's Tesla 2.0 architecture, which defines how the GPU processes graphics and compute workloads. The manufacturing process node affects power efficiency, thermal characteristics, and maximum clock speeds. Smaller process nodes pack more transistors into the same die area, enabling higher performance per watt. Understanding the architecture helps predict how the GT 330M Mac Edition will perform in GPU benchmarks compared to previous generations.

Architecture
Tesla 2.0
GPU Name
GT216
Process Node
40 nm
Foundry
TSMC
Transistors
486 million
Die Size
100 mm²
Density
4.9M / mm²

NVIDIA's GeForce GT 330M Mac Edition Power & Thermal

TDP and power requirements

Power specifications for the NVIDIA GeForce GT 330M Mac Edition determine PSU requirements and thermal management needs. TDP (Thermal Design Power) indicates the heat output under typical loads, guiding cooler selection. Power connector requirements ensure adequate power delivery for stable operation during demanding GPU benchmarks. The suggested PSU wattage accounts for the entire system, not just the graphics card. Efficient power delivery enables the GeForce GT 330M Mac Edition to maintain boost clocks without throttling.

TDP
23 W
TDP
23W
Power Connectors
None

GeForce GT 330M Mac Edition by NVIDIA Physical & Connectivity

Dimensions and outputs

Physical dimensions of the NVIDIA GeForce GT 330M Mac Edition are critical for case compatibility. Card length, height, and slot width determine whether it fits in your chassis. The PCIe interface version affects bandwidth for communication with the CPU. Display outputs define monitor connectivity options, with modern cards supporting multiple high-resolution displays simultaneously. Verify these specifications against your case and motherboard before purchasing to ensure a proper fit.

Slot Width
MXM Module
Bus Interface
MXM-A (3.0)
Display Outputs
Portable Device Dependent
Display Outputs
Portable Device Dependent

NVIDIA API Support

Graphics and compute APIs

API support determines which games and applications can fully utilize the NVIDIA GeForce GT 330M Mac Edition. DirectX 12 Ultimate enables advanced features like ray tracing and variable rate shading. Vulkan provides cross-platform graphics capabilities with low-level hardware access. OpenGL remains important for professional applications and older games. CUDA (NVIDIA) and OpenCL enable GPU compute for video editing, 3D rendering, and scientific applications. Higher API versions unlock newer graphical features in GPU benchmarks and games.

DirectX
11.1 (10_1)
DirectX
11.1 (10_1)
OpenGL
3.3
OpenGL
3.3
OpenCL
1.1
CUDA
1.2
Shader Model
4.1

GeForce GT 330M Mac Edition Product Information

Release and pricing details

The NVIDIA GeForce GT 330M Mac Edition is manufactured by NVIDIA as part of their graphics card lineup. Release date and launch pricing provide context for comparing GPU benchmark results with competing products from the same era. Understanding the product lifecycle helps evaluate whether the GeForce GT 330M Mac Edition by NVIDIA represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.

Manufacturer
NVIDIA
Release Date
Apr 2010
Production
End-of-life
Predecessor
GeForce 200M
Successor
GeForce 400M

GeForce GT 330M Mac Edition Benchmark Scores

No benchmark data available for this GPU.

About NVIDIA GeForce GT 330M Mac Edition

NVIDIA GeForce GT 330M Mac Edition is an end-of-life mobile graphics solution based on the Tesla 2.0 architecture, featuring 48 shading units and 16 texture mapping units. The data places this GPU at the 50th percentile among all GPUs in the database, with an average benchmark score of 0, indicating it occupies a mid-pack position purely on a percentile ranking basis rather than on raw performance metrics.

Benchmark Performance

The GT 330M Mac Edition does not have any recorded benchmark scores in its own profile, and the nearestRivals data is empty, meaning no direct percentage deltas can be calculated against competing products. In the absence of rival comparisons, the interpretation must rely on architectural throughput figures. The GPU delivers a FP32 performance of 105.6 GFLOPS, a pixel rate of 4.000 GPixel/s, and a texture rate of 8.000 GTexel/s. These numbers are modest by modern standards, but they define the card’s compute ceiling for shader-heavy workloads.

The 50th percentile ranking suggests that roughly half of all GPUs in the database are slower and half are faster, which is a typical positioning for a mainstream mobile part from its era. However, the zero average benchmark score means that no actual workload data exists to substantiate real-world performance claims. The texture rate of 8.000 GTexel/s is exactly double the pixel rate, which aligns with the 16 TMUs and 8 ROPs configuration — a ratio that favors fill-rate-bound tasks like texture filtering over pixel output.

Given the lack of benchmark entries, the FP32 throughput of 105.6 GFLOPS serves as the primary computational reference point. This figure is the product of the 48 shading units operating at the memory clock-derived core frequency, and it represents the maximum theoretical single-precision compute capability. For older DirectX 10-era games and applications, this level of compute is sufficient for 720p gaming at low to medium settings, but the data does not support any specific frame-rate claims.

Ray Tracing and Feature Set

The GT 330M Mac Edition has no dedicated ray tracing cores or tensor cores, as specified in the fact pack. This is consistent with its Tesla 2.0 architecture, which predates any hardware-accelerated ray tracing support. The GPU relies entirely on traditional rasterization for rendering, and any ray-traced effects would be handled in software, which is not a practical option given the modest FP32 throughput.

The API support is limited to DirectX 11.1 (10_1 feature level) and OpenGL 3.3, with no Vulkan support listed. The DirectX feature level of 10_1 means that while the driver may report DirectX 11.1 compatibility, the hardware only supports Shader Model 4.1 features, not the full DirectX 11 feature set. This effectively restricts the GPU to games and applications designed for DirectX 10 and earlier. OpenGL 3.3 support is adequate for legacy titles and professional applications from the same era, but modern OpenGL 4.x features are unavailable.

The absence of tensor cores also means no hardware acceleration for AI-based features such as DLSS or any form of neural network processing. The feature set is purely fixed-function for geometry and pixel shading, with no variable-rate shading or mesh shaders. The GT 330M Mac Edition is a straightforward rasterization-only GPU, and its feature set reflects the state of mobile graphics circa early 2010.

How It Compares

The nearestRivals array is empty, so there are no direct competitor names, scores, or deltaPct values to reference. This absence of comparative data means that the GT 330M Mac Edition cannot be positioned against any specific rival GPU in the database. The 50th percentile ranking is the only relative metric available, and it indicates a median standing across the entire GPU landscape.

Without rival data, the comparison must be drawn against the GPU’s own architectural lineage. The predecessor is the GeForce 200M series, and the successor is the GeForce 400M series. The transition from 200M to 300M represented a refinement of the Tesla architecture, while the 400M series introduced the Fermi architecture with significant compute improvements. The GT 330M sits at the tail end of the Tesla generation, and its specifications — 48 shading units, 128-bit memory bus, and 23 W TDP — are typical for a mid-range mobile part of that period.

The production status is end-of-life, which means it has been fully superseded. For any user still operating this GPU, the data suggests it is best suited for legacy applications and older game titles rather than current software. The lack of benchmark scores and rival comparisons makes it impossible to quantify its performance gap to newer hardware with any precision.

FAQ

Q: What is the DirectX feature level of the GT 330M Mac Edition?

A: The GPU supports DirectX 11.1, but only with a 10_1 feature level, meaning it is limited to Shader Model 4.1 and cannot run full DirectX 11 workloads.

Q: Does the GT 330M support hardware ray tracing?

A: No. The fact pack lists no ray tracing cores or tensor cores, and the Tesla 2.0 architecture has no hardware acceleration for ray-traced effects.

Q: What is the memory bandwidth of this GPU?

A: The memory bandwidth is 25.28 GB/s, derived from a 128-bit bus width and 790 MHz memory clock with 1580 Mbps effective data rate.

Q: Is Vulkan supported?

A: No. The API list includes only DirectX 11.1 (10_1) and OpenGL 3.3, with Vulkan explicitly listed as null.

Q: What is the transistor count and die size?

A: The GT 330M uses 486 million transistors on a 100 mm² die, manufactured on TSMC’s 40 nm process, yielding a transistor density of 4.9 million transistors per square millimeter.

Q: What is the pixel fill rate?

A: The pixel rate is 4.000 GPixel/s, which is calculated from the 8 ROPs and the core clock derived from the memory frequency.

Power and Cooling

The GT 330M Mac Edition has a TDP of 23 W, which is a low-power design suitable for thin-and-light laptops and Mac portable systems. There is no suggested PSU listed in the fact pack, but given the 23 W TDP, the card draws power directly from the motherboard or MXM module slot and does not require any auxiliary power connectors. The power connectors field is listed as "None," confirming that no external PCIe power cables are needed.

The slot width is an MXM Module, specifically using the MXM-A (3.0) bus interface. This means the GPU is a replaceable module rather than a soldered chip, allowing for potential upgrades in compatible systems. The cooling solution is not specified, but a 23 W TDP can be handled by a passive heatsink in a well-ventilated chassis or a small active fan. The low power draw also means that thermal output is minimal, which is a benefit for portable devices where heat dissipation is constrained.

The lack of a suggested PSU rating is typical for mobile GPUs, as power delivery is managed by the laptop’s power adapter and internal voltage regulators rather than a desktop PSU. The MXM form factor dictates that the power delivery is standardized through the module connector, and the 23 W TDP is well within the power budget of any MXM-A slot.

Who Should Consider It

The GT 330M Mac Edition is positioned for users running legacy software and older game titles at 720p resolution. The 105.6 GFLOPS FP32 performance and 4.000 GPixel/s pixel rate are sufficient for DirectX 10-era games at low to medium settings, but the data does not support claims of playable performance in modern titles. The 50th percentile ranking indicates it is a median performer, but the zero benchmark score means there is no verified workload data.

For 1080p gaming, the 25.28 GB/s memory bandwidth and 128-bit bus will likely become a bottleneck in texture-heavy scenes, but the GPU can handle 720p with reduced detail settings in older titles. The absence of ray tracing and tensor cores means features like DLSS or ray-traced reflections are unavailable, so the GPU is strictly for traditional rasterized rendering. Users who primarily play games from the late 2000s or run productivity applications that leverage OpenGL 3.3 will find this adequate, but anyone expecting modern gaming performance should look to the successor GeForce 400M series.

The low 23 W TDP makes it suitable for portable devices where battery life is a priority, but the performance ceiling is correspondingly low. For users with a Mac Edition system, the GPU is fine for everyday computing, video playback, and light creative work that does not require heavy 3D acceleration.

Memory Subsystem

The GT 330M Mac Edition is equipped with 512 MB of GDDR3 memory, which is modest by any standard. The memory type is GDDR3, operating at a clock speed of 790 MHz with an effective data rate of 1580 Mbps. The bus width is 128 bit, which yields a total memory bandwidth of 25.28 GB/s.

This bandwidth figure is the key constraint for high-resolution rendering. At 1080p, the 25.28 GB/s bandwidth may be insufficient for high-texture loads, leading to frame rate drops when the scene requires rapid memory access. At 720p, the bandwidth is more manageable, but the 512 MB VRAM capacity will limit texture resolution and draw distances in modern games. The 512 MB capacity is also below the minimum requirements for many current titles, which typically demand 2 GB or more.

The 128-bit bus width is a mid-range configuration for the era, providing a balance between memory capacity and cost. The bandwidth of 25.28 GB/s is roughly half of what desktop GPUs of the same generation offered, reflecting the power and thermal constraints of a mobile form factor. For legacy applications that fit within the 512 MB VRAM limit, the memory subsystem is adequate, but it will struggle with any workload that exceeds the capacity or demands sustained bandwidth above 25.28 GB/s.

The AMD Equivalent of GeForce GT 330M Mac Edition

Looking for a similar graphics card from AMD? The AMD Radeon RX 480 offers comparable performance and features in the AMD lineup.

AMD Radeon RX 480

AMD • 8 GB VRAM

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