NVIDIA announced the GeForce RTX 5050 late last month, with driver and market availability cited as "later in July." However, the drivers appeared much earlier—this week, and we were able to request a review sample from Gigabyte—their RTX 5050 Gaming OC. The RTX 5050 forms NVIDIA's new entry-level graphics card, and is a long-overdue replacement for the GeForce RTX 3050. If you recall, the company did not release a successor to RTX 3050 with the RTX 40-series, making this RTX 5050 an important product. This is more so because it comes in at a starting price of $250, making it the most affordable modern-tech NVIDIA product on the market—cheaper than game consoles. It also has minimal power and case requirements, and so can be leveraged to transform any mom-and-pop office system into a gaming PC. The RTX 5050 is designed to offer sufficient performance for high quality gaming at 1080p. You should definitely make use of the feature set DLSS offers, to achieve a good compromise between framerates and eye candy.
The GeForce RTX 5050 is based on the latest Blackwell graphics architecture, and gains prominence over its predecessor, the RTX 3050, because it supports DLSS Frame Generation, and the latest Multi Frame Generation feature NVIDIA launched alongside DLSS 4. This technology also sees a replacement of older upscaler models driven by convoluted neural networks (CNNs) with the newer Transformer-based model. There is a significant upgrade in image quality, so much so, that even in games where the GPU is able to manage over 60 FPS at native resolution, you'd want to use DLSS Quality or DLAA instead of TAA.
The GeForce Blackwell architecture introduces a revolutionary new concept in 3D graphics, called Neural Rendering. It leverages generative AI models to create objects in real time, and combines them with conventional raster 3D much in the same way it combines ray traced objects. The power of generative AI to create photorealistic objects needs no introduction, so you know the potential of Neural Rendering in upcoming games that are designed to use it. This technology relies on a hardware scheduler that allows the GPU to both render graphics and run AI models in tandem, called the AI Management Processor (AMP). The new 4th generation RT cores of Blackwell introduce support for Mega Geometry, or the ability for ray traced objects to have much higher geometric detail, and for all those added triangles to correctly interact with rays.
The GeForce RTX 5050 introduces a new silicon, the GB207. This is the company's smallest chip based on Blackwell, and is built on the same NVIDIA 4N foundry node derived from TSMC N5, as the RTX 40-series Ada chips. The GB207 is smaller than the AD107 that NVIDIA used to build the RTX 4060 with. GB207 has just the right SM count tailored for the RTX 5050 SKU. It comes with 20 streaming multiprocessors (SM), which are all enabled on the RTX 5050. This works out to 2,560 CUDA cores, 80 Tensor cores, 20 RT cores, 80 TMUs, and 32 ROPs.
RTX 5050 comes with 8 GB of memory across a 128-bit wide memory bus, which may seem same as the RTX 5060, but this is the only SKU in the RTX 50-series to implement older generation GDDR6. The card comes with 20 Gbps GDDR6 memory, which works out to 320 GB/s of memory bandwidth over the 128-bit memory bus. The GPU implements PCI-Express Gen 5 like the rest of the Blackwell series, and comes with a PCI-Express 5.0 x8 host interface, just like the RTX 5060 and 5060 Ti. The reference GPU boost frequency is 2572 MHz, however, the Gigabyte RTX 5050 Gaming OC comes with a factory overclock of 2632 MHz. The card has a TGP of just 130 W, and so a single 8-pin PCIe power input is plenty, even for overclocked cards. Gigabyte has priced the RTX 5050 Gaming OC at $275, noticeably higher than the baseline MSRP of $250.
NVIDIA GeForce RTX 5050 Market Segment Analysis
Price
Cores
ROPs
Core Clock
Boost Clock
Memory Clock
GPU
Transistors
Memory
RX 7600
$250
2048
64
2250 MHz
2625 MHz
2250 MHz
Navi 33
13300M
8 GB, GDDR6, 128-bit
Arc B570
$220
2304
80
2500 MHz
N/A
2375 MHz
BMG-G21
19600M
10 GB, GDDR6, 160-bit
RX 7600 XT
$400
2048
64
2470 MHz
2755 MHz
2250 MHz
Navi 33
13300M
16 GB, GDDR6, 128-bit
RTX 5050
$250
2560
32
2317 MHz
2572 MHz
2500 MHz
GB207
16900M
8 GB, GDDR6, 128-bit
Gigabyte RTX 5050 Gaming OC
$275
2560
32
2317 MHz
2632 MHz
2500 MHz
GB207
16900M
8 GB, GDDR6, 128-bit
RTX 4060
$270
3072
48
1830 MHz
2460 MHz
2125 MHz
AD107
18900M
8 GB, GDDR6, 128-bit
Arc A770
$250
4096
128
2100 MHz
N/A
2187 MHz
ACM-G10
21700M
16 GB, GDDR6, 256-bit
Arc B580
$250
2560
80
2670 MHz
N/A
2375 MHz
BMG-G21
19600M
12 GB, GDDR6, 192-bit
RTX 4060 Ti
$380
4352
48
2310 MHz
2535 MHz
2250 MHz
AD106
22900M
8 GB, GDDR6, 128-bit
RX 7700 XT
$450
3456
96
2171 MHz
2544 MHz
2250 MHz
Navi 32
26500M
12 GB, GDDR6, 192-bit
RTX 5060
$300
3840
48
2280 MHz
2497 MHz
1750 MHz
GB206
21900M
8 GB, GDDR7, 128-bit
RTX 5060 Ti
$380
4608
48
2407 MHz
2572 MHz
1750 MHz
GB206
21900M
8 GB, GDDR7, 128-bit
RTX 5060 Ti 16 GB
$430
4608
48
2407 MHz
2572 MHz
1750 MHz
GB206
21900M
16 GB, GDDR7, 128-bit
NVIDIA Blackwell Architecture
NVIDIA does not provide a block diagram for the GB207 GPU (we asked), so we puzzled one together from the GB202 diagram. This is accurate just not as pretty.
The GeForce Blackwell graphics architecture heralds NVIDIA's 4th generation of RTX, the late-2010s re-invention of the modern GPU that sees a fusion of real time ray traced objects with conventional raster 3D graphics. With Blackwell, NVIDIA is helping add another dimension, neural rendering, the ability for the GPU to leverage a generative AI to create portions of a frame. This is different from DLSS, where an AI model is used to reconstruct details in an upscaled frame based on its training date, temporal frames, and motion vectors. Today we are reviewing NVIDIA's sixth GPU from this generation, the RTX 5050. At the heart of this graphics card is the new GB207 silicon. This chip has a unique die-size and SM count that doesn't have a predecessor from the previous Ada generation. This is because the previous-gen AD107 was upsized to be able to power the RTX 4060, while the GB207 is generationally sized down to match the requirements of the RTX 5050, even as both AD107 and GB207 share the same NVIDIA 4N foundry node. The GB207 comes with a die-size of approximately 149 mm² as per our measurements, and a transistor count of 16.9 billion.
The GB207 silicon is laid out essentially in the same component hierarchy as past generations of NVIDIA GPUs, but with a few notable changes. The GPU features a PCI-Express 5.0 x8 host interface. PCIe Gen 5 has been around since Intel's 12th Gen Core "Alder Lake" and AMD's Ryzen 7000 "Zen 4," so there is a sizable install-base of systems that can take advantage of it. The GPU is of course compatible with older generations of PCIe. Unlike all other chips in the Blackwell generation, the GB207 comes with an older-generation GDDR6 memory interface. The chip features a 128-bit wide memory bus. NVIDIA is using this to drive 8 GB of memory at 20 Gbps speeds, yielding 320 GB/s of memory bandwidth—a 42% increase over the RTX 3050.
The GigaThread Engine is the main graphics rendering workload allocation logic on the GB207, but there's a new addition, a dedicated serial processor for managing all AI acceleration resources on the GPU, NVIDIA calls this AMP (AI management processor). Other components at the global level are the Optical Flow Processor, a component involved in older versions of DLSS frame generation and for video encoding; and an updated media acceleration engine consisting of one each of NVDEC and NVENC video accelerators. The new 9th Gen NVENC video encode accelerators come with 4:2:2 AV1 and HEVC encoding support. The central region of the GPU has the single largest common component, and the 24 MB L2 cache, which the RTX 5050 maxes out.
There are two graphics processing clusters (GPC) on the GB207. Each of these contains 10 streaming multiprocessors (SM) across 5 texture processing clusters (TPCs), resulting in 20 SM. All 20 of these are enabled on the RTX 5050. Every GPC also contains a ROP partition with 16 ROPs, each, working out to 32 ROPs on the silicon. Within each SM, you'll find 128 CUDA cores. Unlike the Ada generation SM that each had 64 FP32+INT32 and 64 purely-FP32 SIMD units, the new Blackwell generation SM features concurrent FP32+INT32 capability on all 128 SIMD units. These 128 CUDA cores are arranged in four slices, each with a register file, a level-0 instruction cache, a warp scheduler, two sets of load-store units, and a special function unit (SFU) handling some special math functions such as trigonometry, exponents, logarithms, reciprocals, and square-root. The four slices share a 128 KB L1 data cache, and four TMUs. The most exotic components of the Blackwell SM are the four 5th Gen Tensor cores, and a 4th Gen RT core.
With 2 GPCs containing 5 TPCs each, there are a total of 20 SM, worth 2,560 CUDA cores, 80 Tensor cores, 20 RT cores, and 80 TMUs, on the GB207 silicon. The GB207 silicon is endowed with 32 ROPs, all of which are enabled on the RTX 5050. The RTX 5050 also maxes out all 24 MB of L2 cache present on the die.
Perhaps the biggest change to the way the SM handles work introduced with Blackwell is the concept of neural shaders—treating portions of the graphics rendering workload done by a generative AI model as shaders. Microsoft has laid the groundwork for standardization of neural shaders with its Cooperative Vectors API, in the latest update to DirectX 12. The Tensor cores are now accessible for workloads through neural shaders, and the shader execution reordering (SER) engine of the Blackwell SM is able to more accurately reorder workloads for the CUDA cores and the Tensor core in an SM.
The new 5th Gen Tensor core introduces support for FP4 data format (1/8 precision) to fast moving atomic workloads, providing 32 times the throughput of the very first Tensor core introduced with the Volta architecture. Over the generations, AI models leveraged lesser precision data formats, and sparsity, to improve performance. The AI management processor (AMP) is what enables simultaneous AI and graphics workloads at the highest levels of the GPU, so it could be simultaneously rendering real time graphics for a game, while running an LLM, without either affecting the performance of the other. AMP is a specialized hardware scheduler for all the AI acceleration resources on the silicon. This plays a crucial role for DLSS 4 multi-frame generation to work.
The 4th Gen RT core not just offers a generational increase in ray testing and ray intersection performance, which lowers the performance cost of enabling path tracing and ray traced effects; but also offers a potential generational leap in performance with the introduction of Mega Geometry. This allows for ray traced objects with extremely high polygon counts, increasing their detail. Poly count and ray tracing present linear increases in performance costs, as each triangle has to intersect with a ray, and there should be sufficient rays to intersect with each of them. This is achieved by adopting clusters of triangles in an object as first-class primitives, and cluster-level acceleration structures. The new RT cores introduce a component called a triangle cluster intersection engine, designed specifically for handling mega geometry. The integration of a triangle cluster compression format and a lossless decompression engine allows for more efficient processing of complex geometry.
The GB207 and the rest of the GeForce Blackwell GPU family is built on the exact same TSMC "NVIDIA 4N" foundry node—which is actually 5 nm—as previous-generation Ada, so NVIDIA directed efforts to finding innovative new ways to manage power and thermals. This is done through a re-architected power management engine that relies on clock gating, power gating, and rail gating of the individual GPCs and other top-level components. It also worked on the speed at which the GPU makes power-related decisions.
The quickest way to drop power is by adjusting the GPU clock speed, and with Blackwell, NVIDIA introduced a means for rapid clock adjustments at the SM-level.
NVIDIA updated both the display engine and the media engine of Blackwell over the previous generation Ada, which drew some flack for holding on to older display I/O standards such as DisplayPort 1.4, while AMD and Intel had moved on to DisplayPort 2.1. The good news is that Blackwell supports DP 2.1 with UHBR20, enabling 8K 60 Hz with a single cable. The company also updated NVDEC and NVENC, which now support AV1 UHQ, double the H.264 decode performance, MV-HEVC, and 4:2:2 formats.
Neural Rendering
Neural Rendering promises to be as transformative to modern graphics as programmable shaders itself. 3D Graphics rendering evolved from fixed-function over the turn of the century, to programmable shaders, HLSL, geometry shaders, compute shaders, and ray tracing, over the past couple of decades. In 2025, NVIDIA is writing the next chapter in this journey with Blackwell neural shaders. This allows for a host of neural-driven effects, including neural materials, neural volumes, and even neural radiance fields. Microsoft introduced the new Cooperative Vectors API for DirectX in a recent update, making it possible to access Tensor cores within a graphics API. Combined with a new shading language, Slang, this breakthrough enables developers to integrate neural techniques directly into their workflows, potentially replacing parts of the traditional graphics pipeline. Slang splits large, complex functions into smaller pieces that are easier to handle. Given that this is a DirectX standard API feature, there is nothing that stops AMD and Intel from integrating Neural Rendering (Cooperative Vectors) into their graphics drivers.
RTX Neural Materials works to significantly reduce the memory footprint of materials in 3D scenes. Under conventional rendering, the memory footprint of a material is bloated from complex shader code. Neural materials convert shader code and texture layers into a compressed neural representation. This results in up to a 7:1 compression ratio and enables small neural networks to generate stunning, film-like materials in real-time. For example, silk rendered with traditional shaders might lack the multicolored sheen seen in real life. Neural materials, however, capture intricate details like color variation and reflections, bringing such surfaces to life with unparalleled realism—and at a fraction of the memory cost.
The new Neural Radiance Cache, which dynamically trains a neural network during gameplay using the user's GPU, allowing light transport to be cached spatially, enabling near-infinite light bounces in a scene. This results in realistic indirect lighting and shadows with minimal performance impact. NRC partially traces 1 or 2 rays before storing them in a radiance cache, and infers an infinite amount of rays and bounces for a more accurate representation of indirect lighting in the game scene.
DLSS 4 and Multi Frame Generation
DLSS 4 introduces a major leap in image quality and performance. It isn't just a version bump with the introduction of a new feature, namely Multi Frame Generation, but introduces updates to nearly all DLSS sub-features. DLSS from its very beginning relied on AI to reconstruct details in super resolution, and with DLSS 4, NVIDIA is introducing a new transformer-based AI model to succeed the convolutional neural networks previous used, for double the parameters, four times the compute performance, and significantly improved image quality. Ray Reconstruction, introduced with DLSS 3.5, gets a significant image quality update with the new transformer-based model.
To understand Multi Frame Generation, you need to understand how DLSS Frame Generation, introduced with GeForce Ada, works. An Optical Flow Accelerator component gives the DLSS algorithm data to generate an entire frame using a neural network, using information from a previous rendered frame, effectively doubling frame rate. In Multi Frame Generation, AI takes over the functions of optical flow, to predict up to three frames following a conventionally rendered frame, effectively drawing four frames form the rendering effort of one.
Now, assuming this rendered frame is a product of Super Resolution, with the maximum performance setting generating 4x the pixels from a single rendered pixel, you're looking at a possibility where the rendering effort of 1/4th a frame goes into drawing 4 frames, or 15 in every 16 pixels being generated entirely by DLSS. When generating so many frames, Frame Pacing becomes a problem—irregular frame intervals impact smoothness. DLSS 4 addresses these issues by using a dedicated hardware unit inside Blackwell, which takes care of flip metering, reducing frame display variability by 5-10x. The Display Engine of Blackwell contains the hardware for flip metering.
NVIDIA Reflex 2
The original NVIDIA Reflex brought about a significant improvement to the responsiveness of maxed out graphics in competitive online gameplay, by compacting the rendering queue with the goal of reducing the whole system latency by up to 50%. Reflex is mandatory in DLSS 3 Frame Generation, given the latency cost imposed by the technology. Multi-frame generation calls for an equally savvy piece of technology, so we hence have Reflex 2. NVIDIA claims to have achieved a 75% reduction in latency with Frame Warp, which updates the camera (viewport) positions based on user inputs in real-time, and then uses temporal information to reconstruct the frame to display.
Packaging
The Card
Gigabyte's Gaming OC is a slightly premium version of the RTX 5050, using a dual-slot, triple-fan cooler. The color theme is mostly black with various shades of gray. On the back you'll find a plastic backplate with a large cutout.
Dimensions of the card are 28.5 x 12.5 cm, and it weighs 701 g.
Installation requires two slots in your system. We measured the card's width to be 40 mm.
Display connectivity includes two standard DisplayPort 2.1b and two HDMI 2.1b.
All GeForce RTX 50-series Blackwell cards feature a new display engine supporting DisplayPort 2.1b with UHBR20, as well as HDMI 2.1a. Both interfaces support DSC (display stream compression). With DSC enabled, a single DisplayPort on this card can drive 4K 12-bit HDR at 480 Hz; or 8K 12-bit HDR at up to 165 Hz. The RTX 5060 features an updated media acceleration engine with support for 4:2:2 video formats, AV1 UHQ, and MV-HEVC. Unlike the bigger RTX 50 models, which have two, there is a single NVENC and NVDEC unit each.
The card uses a single 8-pin connector, which allows a maximum power draw of 150 W, plus 75 W from the slot, but the actual board power limit is set much lower of course.
There is no lighting on the Gigabyte RTX 5050 Gaming OC.