SKU: 23180859979

Garmin Gpsmap1523xsv 15in Ultrawide Combo No Transducer Worldwide Basemap

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Description

Garmin Gpsmap1523xsv 15in Ultrawide Combo No Transducer Worldwide BasemapGarmin GPSMAP1523XSV 15in Ultrawide Combo No Transducer Worldwide Basemap Model: 010 03855 00 ULTRAWIDE IN PLANE SWITCHING (IPS) 15 INCH DISPLAY FITS A VARIETY OF HELM LAYOUTS, INCLUDING "FLOATING DISPLAY" CONFIGURATIONS CONNECT TO COMPATIBLE THIRD PARTY DEVICES WITH DIGITAL SWITCHING AND ONEHELM INTEGRATIONS EASILY BUILD YOUR MARINE SYSTEM BY USING OUR ADVANCED NETWORK CONNECTIVITY NAVIGATE WATERS CONFIDENTLY WITH PRELOADED GARMIN NAVIONICS+ CHARTS

Garmin GPSMAP1523XSV 15in Ultrawide Combo No Transducer Worldwide Basemap

Model: 010-03855-00
  • ULTRAWIDE IN-PLANE SWITCHING (IPS) 15-INCH DISPLAY FITS A VARIETY OF HELM LAYOUTS, INCLUDING "FLOATING DISPLAY" CONFIGURATIONS
  • CONNECT TO COMPATIBLE THIRD-PARTY DEVICES WITH DIGITAL SWITCHING AND ONEHELM™ INTEGRATIONS
  • EASILY BUILD YOUR MARINE SYSTEM BY USING OUR ADVANCED NETWORK CONNECTIVITY
  • NAVIGATE WATERS CONFIDENTLY WITH PRELOADED GARMIN NAVIONICS+™ CHARTS ON SELECT MODELS
  • SEE BELOW YOUR BOAT WITH BUILT-IN SONAR CAPABILITIES
  • MANAGE YOUR MARINE EXPERIENCE FROM NEARLY ANYWHERE

Offering a sleek aesthetic in an ultrawide edge-to-edge glass format, this advanced 15-inch chartplotter clearly expands your perspective at the helm. It is 74% wider and boasts more pixels than a standard 9-inch chartplotter, providing enhanced viewing clarity.

Stunning display, with minimal trim borders and edge-to-edge glass, the GPSMAP 15x3 chartplotter features an ultrawide, high-resolution touchscreen interface with the familiar, easy-to-use functionality of our existing GPSMAP x3 series chartplotters.

This versatile chartplotter’s ultrawide IPS display provides wider viewing angles, accurate colors, superior clarity and sunlight readability — even with polarized sunglasses.

Experience the benefits of dual screens with the convenience of seamless control. Split-screen functionality lets you size and organize your display configuration to put the data you need right where you want it.

Specifications
General
Weight 7.2 lbs (3.26kg)
Water rating IPX7
Touchscreen Yes
Display Type Ultrawide display, IPS
Display Size 13.6"" x 5.1""; 14.5"" diagonal (34.6 x 12.9 cm; 36.8 cm diagonal)
Display resolution 1920 x 720 pixels
Mounting Options Bail, flush or flat (Garmin does not offer any hardware or accessories for a flat-mount installation. Professional tools and knowledge is required.)
Polarized lens viewability Yes
Maps & Memory
Accepts Data Cards 2 microSD cards (back of device)
Compatible with Garmin SD card reader Yes (USB card reader)
Waypoints 5000
Track points 50,000
Tracks 50 saved tracks
Navigation Routes 100
Sensors
GPS Yes
GLONASS Yes
Galileo Yes
Has built-in receiver Yes
Receiver 10 Hz
NMEA 2000 Compatible Yes
NMEA 0183 Compatible Yes
Supports WAAS Yes
Supports multi-band, multi-constellation GPS Yes (with external GPS antenna)
Electrical Features
Power Input 10 to 32 Vdc
Typical current draw at 12 Vdc 2.44 A
Maximum current draw at 12 Vdc 4.21 A
Maximum power usage at 10 Vdc 56.93 W
Sonar Features
Displays sonar Yes
Power output 1 kW
Traditional sonar (dual frequency/beam) Yes
ClearVü Yes
SideVü Yes
Panoptix sonar Yes
LiveScope Yes
Connections
NMEA 2000 ports 1
NMEA 0183 Input (Rx) Ports 1
NMEA 0183 output (Tx) ports 1
Video input ports 1 (BNC composite)
J1939 ports 1
Garmin Marine Network Ports 2
12-pin transducer ports 1
USB ports Yes
BLUETOOTH pairing Yes (BLE)
Garmin Wi-Fi network (local connection) Yes
Input Voltage 10 to 32 Vdc
Dimensions 15.3"" x 7.02"" x 3.3"" (388.9 x 178.5 x 82.9 mm)

What's in the Box:
  • GPSMAP 1523xsv ultrawide chartplotter
  • microSD card preinstalled
  • Power cable
  • Thin flush mount kit with gasket
  • Protective cover
  • 8-pin transducer to 12-pin sounder adapter cable
  • 2 m backbone/drop cable and T-connector for NMEA 2000 Network
  • Documentation
Shipping Notes
  • Free Standard Shipping on $100+ Orders to the USA.
  • Except Preorder products are shipped in 48 hours.
  • Delivery to the USA:
  1. Standard Shipping : 3-10 business days
  • If time is of the essence, please consider selecting expedited delivery for faster service.
Exchange/Return Notes
  • We offer a 30-day return/exchange service after receiving.
  • Final sale items are not eligible for returns or exchanges.
  • To process your return/exchange, please contact us at [email protected]
  • Please click here for more details>>> Return & Exchange Policy
SKU: 23180859979

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4.0 ★★★★★
Based on 29 reviews
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T
Verified Purchase
Tinkerer
Belleville, US
★★★★★ 5
There's nothing else out there that's this comprehensive
Format: Hardcover
Unlike my last review, this one I'm happy to write. I'm a game engine programmer, but I don't have a long history with games, and how their engines are typically structured. Every in-house AAA engine will be different of course, and obviously you won't find books (or typically any docs at all really) on the structure of these behemoths, so the best you can hope for is something that tries to give you the high level overview of what to look for - how a tools pipeline is setup, what subsystems to expect, how they interact, etc. This book provides all of that, and so, so much more. I really can't believe how much is packed in this thing. A really nice section on OS fundamentals, extensive coverage of concurrent programming, tools, audio, physics, it's all there (in one way or another). Like most of these kinds of books, you probably don't want to try and read it front to back (although that would be awesome, who has the time for that?) Instead, I've been going to sections on an as-needed basis and picking up just the stuff I need most at that time, and it's been great. I'm at the point in my career where I'm just not buying as many books as I used to, either because they don't deliver on their promises, they only cover the basics, or they just rehash things that have already been covered extensively in other books. This book's definitely got me excited, because it provides a ton of real-world info that's hard to get anywhere else. 100% recommend to anyone new to game engine software development. UPDATE: 6 months later, and this book continues to amaze. After studying every line of code in the section on memory allocators, I've added this feature to my engine and it works great. Same with quaternions. I just keep finding myself reaching for this book! What a great resource, rock solid.
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on August 18, 2019
R
Verified Purchase
robert thompson
Omaha, US
★★★★★ 5
Don't peek at the next page.
Format: Hardcover
Basically, best practices in game engine architecture, citing a wide array of game engines used by a wide array of top game makers. Out of a ~1150 page book: The longest chapter is ~150 pages, on Parallelism and Concurrent Programming. Rendering Engine is ~100 pages Collision and Rigid Body Dynamics is ~100 pages 3D Math for Games is ~50 pages I had hoped for treatments on quaternion camera and for entity component system, but alas, no. What I did get was still crucial. The most illuminating guidance was in Engine Support Systems (~50 pages) which talked about best Memory Management, and in Game Loop and Real-Time Simulation which talks about ideal orders of operations in a highly efficient game loop. The first 400 pages of this book are not exclusive to games. A new programmer that wants to do high performance programming can gain a lot from this before it gets into 'primarily' game topics. My strategy for getting through this whale was to never peek at the next page. I did not read (Character) Animation Systems (~100 pages) or Audio (~100 pages), as I do not need them at this time. You can certainly damage the book if you don't keep in mind its weight, or if you do that maneuver where you forcibly open it against its spine. I did that and the binding popped off the backing. It's all in one piece, and it's easier to read. It's a big tome.
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Reviewed in the United States on February 6, 2022
V
Verified Purchase
Vincent Marias
Phoenix, US
★★★★★ 5
The Bible, if it was good
Format: Hardcover
I’m not kidding when I say the first 350 pages of this book are quite literally an entire computer science degree. In fact, many CS majors would learn more about some of these subjects here than in their classes. I’m incredibly impressed with the thoroughness and depth of this absolute tome, and I’ll be far more impressed if the binding is able to hold on to all 1200 pages for the whole time it takes me to read it.
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Reviewed in the United States on October 29, 2024
J
Verified Purchase
Joan Rubio
Dallas, US
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on October 15, 2025
P
Verified Purchase
Piotr S.
Alexandria, US
★★★★★ 5
good quality
Format: Hardcover, Format: Hardcover
Content is top notch as always. My 5-stars go mainly to reflect print quality of the book. Text is nice and clear, binding is done in proper cloth spine binding as you would expect from hardcover edition. Ordered my book on Feb 5th, 2019 and received it on Feb 11th, 2019. The book feels solid not like to fall apart right away. No issues like those reported for "Real-Time Rendering, 4th Edition" or "Physically Based Rendering: From Theory to Implementation 3rd Edition" or "3D Math Primer for Graphics and Game Development, 2nd Edition". This one is a keeper, so sad some other CG books had to go beacuse of the quality "issues".
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Reviewed in the United States on February 13, 2019

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