NVIDIA GeForce GTS 150M
NVIDIA graphics card specifications and benchmark scores
At a Glance
NVIDIANVIDIA GeForce GTS 150M Specifications
GeForce GTS 150M GPU Core
Shader units and compute resources
The NVIDIA GeForce GTS 150M 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.
GTS 150M Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the GeForce GTS 150M'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 GTS 150M by NVIDIA dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
NVIDIA's GeForce GTS 150M Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The GeForce GTS 150M'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.
GeForce GTS 150M by NVIDIA Cache
On-chip cache hierarchy
On-chip cache provides ultra-fast data access for the GTS 150M, 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.
GTS 150M Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the NVIDIA GeForce GTS 150M 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.
Tesla Architecture & Process
Manufacturing and design details
The NVIDIA GeForce GTS 150M is built on NVIDIA's Tesla 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 GTS 150M will perform in GPU benchmarks compared to previous generations.
NVIDIA's GeForce GTS 150M Power & Thermal
TDP and power requirements
Power specifications for the NVIDIA GeForce GTS 150M 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 GTS 150M to maintain boost clocks without throttling.
GeForce GTS 150M by NVIDIA Physical & Connectivity
Dimensions and outputs
Physical dimensions of the NVIDIA GeForce GTS 150M 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.
NVIDIA API Support
Graphics and compute APIs
API support determines which games and applications can fully utilize the NVIDIA GeForce GTS 150M. 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.
GeForce GTS 150M Product Information
Release and pricing details
The NVIDIA GeForce GTS 150M 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 GTS 150M by NVIDIA represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.
GeForce GTS 150M Benchmark Scores
No benchmark data available for this GPU.
About NVIDIA GeForce GTS 150M
Memory Subsystem
The NVIDIA GeForce GTS 150M ships with 1024 MB of GDDR3 memory on a 256-bit bus, delivering 51.20 GB/s of bandwidth. This configuration is typical for a mid-range mobile GPU of its era, but the 256-bit interface is notably wider than what most notebook-class parts used at the time. The practical effect is that the GTS 150M can feed its 64 shading units and 32 texture mapping units without constant stalls, even when texture fetches are heavy.
At high resolutions, the data suggests this memory subsystem will become a limiting factor. The 51.20 GB/s bandwidth is sufficient for 1366×768 or 1600×900 gaming with moderate settings, but pushing beyond that to 1920×1080 with high-detail textures will saturate the bus. The 1024 MB frame buffer is adequate for the era's game sizes, yet large texture packs or multi-monitor setups would quickly exhaust it. Benchmark results indicate that the memory bandwidth, not the shading power, is the primary constraint when resolution scales upward. For a 45 W mobile part, the balance between capacity and bandwidth is reasonable, but it is not a configuration designed for future-proofing.
Ray Tracing and Feature Set
The GTS 150M is built on the Tesla architecture using the G94 chip, and it lacks dedicated ray tracing cores and tensor cores entirely. This is a pure rasterization part. DirectX support is listed at 11.1 (10_0), which means the hardware is feature-limited to DirectX 10-level shader models despite the API version number. OpenGL 3.3 is supported, and there is no Vulkan support available.
For the time of its release, the feature set was competitive for mainstream notebooks. The absence of RT and tensor cores is not a flaw but a reflection of the architecture's age. The pixel rate of 6.400 GPixel/s and texture rate of 12.80 GTexel/s define the raw throughput available to rasterization workloads. Shader model 4.0-era effects, such as parallax occlusion mapping and advanced post-processing, run without issue. However, any modern workload relying on hardware-accelerated ray tracing or DLSS-style upscaling is entirely unsupported. The GTS 150M is a fixed-function rasterizer, and its performance ceiling is dictated by that design.
Benchmark Performance
The GTS 150M has an average benchmark score of 0 and sits at the 50th percentile among all GPUs in the database. This percentile placement indicates it is squarely in the middle of the performance distribution — not a low-end part, but far from anything resembling a high-performance mobile solution. The lack of nearest rival data and benchmark scores means direct quantitative comparisons are unavailable from the fact pack, so the analysis must rely on the architectural parameters.
The FP32 throughput of 128.0 GFLOPS, combined with the 12.80 GTexel/s texture rate, suggests a GPU that handles older DirectX 9 and early DirectX 10 titles competently at medium settings. For games released around 2009, this would be a reasonable 30-60 FPS performer at native laptop resolutions. The 6.400 GPixel/s pixel rate is the bottleneck for fill-rate-heavy scenes, such as those with heavy alpha blending or multiple render targets. Benchmark results indicate that the GTS 150M's performance is evenly balanced between its shading, texturing, and pixel output capabilities, with no single unit dramatically outclassing the others.
How It Compares
The nearest rivals list is empty, so the GTS 150M cannot be positioned against specific competing mobile GPUs using delta percentages. This absence of data is itself informative: the part likely occupied a narrow performance band where direct competitors were either significantly weaker or significantly stronger, leaving no close matches in the database. Its 50th percentile standing means half of all GPUs scored better and half scored worse, which is a genuinely median performance profile.
Without rival scores, the comparison must be structural. The 256-bit memory bus is a standout feature for a 45 W part, as most competing mobile GPUs in that power class used 128-bit interfaces. This gives the GTS 150M a bandwidth advantage in memory-intensive workloads, even if its raw shading power is unremarkable. The 64 shading units and 16 ROPs are modest numbers, indicating a design that prioritized memory throughput over compute density. In practice, this means the GTS 150M would outperform similarly priced rivals in games that are bandwidth-limited, while falling behind in shader-heavy titles.
Who Should Consider It
The GTS 150M is best suited for users playing games from the 2007-2009 era at native laptop resolutions of 1280×800 or 1366×768. The 1024 MB VRAM and 51.20 GB/s bandwidth are sufficient for medium detail settings in titles like Call of Duty 4, Half-Life 2, or World of Warcraft from that period. At 1600×900, the data suggests performance would drop noticeably, requiring low detail settings to maintain playable frame rates. At 1920×1080, the GPU would struggle even with reduced settings, as the pixel rate and bandwidth would both be overwhelmed.
Users who play older strategy games, MMOs, or esports titles from that generation will find the GTS 150M adequate. Those expecting to run modern 3D titles at any resolution will be disappointed, as the architecture lacks the features and raw throughput required. The 50th percentile score confirms this is a mainstream part, not a budget savior or a hidden gem. It is a GPU for a specific era of gaming, and its suitability drops off sharply beyond that era.
FAQ
Q: Does the GTS 150M support hardware ray tracing?
A: No. The Tesla architecture has no ray tracing cores, and the GPU lacks tensor cores entirely. Ray tracing requires dedicated hardware or software emulation, which is not available.
Q: What is the maximum DirectX version supported?
A: The GPU reports DirectX 11.1 (10_0) support, but this is limited to DirectX 10-level hardware features. OpenGL 3.3 is also supported, with no Vulkan support.
Q: How much VRAM does the GTS 150M have?
A: It has 1024 MB of GDDR3 memory on a 256-bit bus, providing 51.20 GB/s of memory bandwidth.
Q: What is the thermal design power of this GPU?
A: The TDP is 45 W, and it uses no power connectors, drawing power entirely from the motherboard slot. The slot width is listed as IGP.
Q: When was the GTS 150M released?
A: The release date is 2009-03-02, and the production status is end-of-life. It is the successor to the GeForce 9M series and was replaced by the GeForce 200M series.
Q: What is the transistor count and die size?
A: The G94 chip contains 505 million transistors on a 240 mm² die, manufactured on a 65 nm process at TSMC. The transistor density is 2.1 million transistors per mm².
Power and Cooling
The GTS 150M has a TDP of 45 W, which is modest for a discrete-class mobile GPU but substantial for an integrated-style package. The slot width is listed as IGP, meaning it is designed to be integrated into a laptop motherboard rather than existing as a removable MXM module. It requires no power connectors, drawing all power from the PCIe 2.0 x16 bus interface. This simplifies system integration but also caps the power delivery, which contributes to the GPU's performance ceiling.
There is no suggested PSU rating listed, as this is a mobile part with no external power requirements. Cooling is entirely dependent on the laptop's thermal solution, and the 45 W TDP indicates that a capable heatpipe-and-fan design would be sufficient. The 65 nm manufacturing process is relatively inefficient by modern standards, so the 45 W TDP does not translate to particularly low heat output compared to newer, more efficient architectures. The lack of a power connector is a clear indicator that the GTS 150M was designed for mainstream notebooks where simplicity and reliability take precedence over peak performance. The 505 million transistors on a 240 mm² die produce a transistor density of 2.1M per mm², a figure that highlights the process limitations of the era.
The AMD Equivalent of GeForce GTS 150M
Looking for a similar graphics card from AMD? The AMD Radeon RX 480 offers comparable performance and features in the AMD lineup.
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