Encyclopedia > Comparison of NVIDIA Graphics Processing Units
This page contains general information about NVIDIA's GPUs and videocards based on official NVIDIA specifications. The American multinational Nvidia Corporation (NASDAQ: NVDA) (pronounced ) specializes in the manufacture of graphics-processor technologies for workstations, desktop computers, and handheld devices. ...
GPU redirects here. ...
DirectX version note DirectX version indicates which graphics acceleration operations the card supports. Microsoft DirectX is a collection of application programming interfaces for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. ...
- DirectX 6.0 - Multitexturing
- DirectX 7.0 - Hardware Transformation, Clipping and Lighting (TCL/T&L)
- DirectX 8.0 - Shader Model 1.1
- DirectX 8.1 - Pixel Shader 1.3/1.4 & Vertex Shader 1.1
- DirectX 9.0/a - Shader Model 2.0 or Shader Model 2.0 extended
- DirectX 9.0b - Pixel Shader 2.0a/b & Vertex Shader 2.0a/b
- DirectX 9.0c - Shader Model 3.0, GPGPU
- DirectX 9.0L - Windows Vista only, Vista version of DirectX 9.0c, Shader Model 3.0, Windows Graphic Foundation 1.0, DXVA 1.0, GPGPU
- Direct3D 10 - Windows Vista only, Shader Model 4.0, Windows Graphic Foundation 2.0, DXVA 2.0, GPGPU
- Direct3D 10.1 - Windows Vista only, Shader Model 4.1, Windows Graphic Foundation 2.1, DXVA 2.1, GPGPU
Spherical texture mapping Texture mapping is a method, pioneered by Edwin Catmull, of adding detail, surface texture, or colour to a computer-generated graphic or 3D model. ...
Transform and Lighting is a computing term used in computer graphics, generally used in the context of hardware acceleration (Hardware T&L). Transform refers to the task of converting coordinates in space, which in this case involves moving 3D objects in a virtual world and converting 3D coordinates to a...
Shaders are a set of different technologies. ...
General-purpose computing on graphics processing units (GPGPU, also referred to as GPGP and to a lesser extent GP²) is a recent trend focused on using GPUs to perform computations rather than the CPU. The addition of programmable stages and higher precision arithmetic to the rendering pipelines allowed software developers...
General-purpose computing on graphics processing units (GPGPU, also referred to as GPGP and to a lesser extent GP²) is a recent trend focused on using GPUs to perform computations rather than the CPU. The addition of programmable stages and higher precision arithmetic to the rendering pipelines allowed software developers...
General-purpose computing on graphics processing units (GPGPU, also referred to as GPGP and to a lesser extent GP²) is a recent trend focused on using GPUs to perform computations rather than the CPU. The addition of programmable stages and higher precision arithmetic to the rendering pipelines allowed software developers...
General-purpose computing on graphics processing units (GPGPU, also referred to as GPGP and to a lesser extent GP²) is a recent trend focused on using GPUs to perform computations rather than the CPU. The addition of programmable stages and higher precision arithmetic to the rendering pipelines allowed software developers...
OpenGL version note OpenGL version indicates which graphics acceleration operations the card supports. OpenGL (Open Graphics Library) is a standard specification defining a cross-language cross-platform API for writing applications that produce 2D and 3D computer graphics. ...
- OpenGL 1.1 - texture objects
- OpenGL 1.2 - 3d textures, BGRA and packed pixel formats [1]
- OpenGL 1.3 - Multitexturing, multisampling, texture compression
- OpenGL 1.4 nv_register_combiners2
- OpenGL 1.5
- OpenGL 2.0 - GLSL
- OpenGL 2.1 - GLSL with improved capabilities
- OpenGL 3.0
In packed pixel or chunky frame buffer organization, the bits defining each pixel are grouped together. ...
Spherical texture mapping Texture mapping is a method, pioneered by Edwin Catmull, of adding detail, surface texture, or colour to a computer-generated graphic or 3D model. ...
Field Explanations The fields in the table listed below describe the following: - Model - The Marketing name for the processor assigned by NVIDIA.
- Year - Year of release for the processor.
- Code Name - The internal engineering codename for the processor (typically designated by an NVXY name and later GXY where X is the series number and Y is the schedule of the project for that generation.
- Fab - Fabrication Process. Average feature size of components of the processor.
- Bus interface - Bus by which the Graphics processor is attached to the system (typically an expansion slot, such as PCI, AGP, or PCI-Express).
- Memory max - The maximum amount of memory used by the processor.
- Core Clock max - The maximum factory core clock frequency (used as some manufacturers adjust clocks lower and higher, this number will always be the reference clocks used by NVIDIA).
- Memory Clock max - The maximum factory memory clock frequency (used as some manufacturers adjust clocks lower and higher, this number will always be the reference clocks used by NVIDIA).
- Config Core - The layout of the graphics pipeline, in terms of functional units. Over time the number, type and variety of functional units in the GPU core has changed significantly; before each section in the list there is an explanation as to what functional units are present in each generation of processors. In later models, Shaders are integrated into a Unified Shader Architecture, where any one shader can perform any of the functions listed.
- Fillrate - Maximum theoretical fillrate in Textured Pixels per second. This number is generally used as a "maximum throughput number" for the GPU and generally, a higher fillrate corresponds to a more powerful (and faster) GPU.
- Memory Subsection
- Bandwidth max - Maximum theoretical bandwidth for the processor at factory clock with factory bus width. GB=10^9 bytes.
- Bus Type - Type of memory bus or buses utilized.
- Bus Width - Maximum Bit width of the memory bus or buses utilized. This will always be a factory bus width.
- Graphics Library Support Section
- Direct X - Maximum version of Direct3D fully supported.
- Open GL - Maximum version of OpenGL fully supported.
- Features - Additional features that are not standard as a part of the two Graphics libraries.
Comparison Table: Desktop GPUs Pre-GeForce | Model | Year | Code name | Fab (nm) | Bus interface | Memory max (MiB) | Core clock max (MHz) | Memory clock max (MHz) | Config core1 | Fillrate max (MT/s) | Memory | Graphics library support (version) | Features | | Bandwidth max (GB/s) | Bus type | Bus width (bit) | DirectX | OpenGL | | NV1 / STG-2000 | Sep 1995 | NV1 | ? | PCI | 2/4 | ? | 75 | ? | 12 | 0.6 | EDO/VRAM | 64 | n/a | n/a | 2D, 3D (NURBS), Game Port, AV playback | | RIVA 128 | Apr 1997 | NV3 | 350 | AGP 1x, PCI | 4 | 100 | 100 | 0:1:1:1 | 100 | 1.6 | SDR | 128 | 5 | ? | First DirectX compatible | | RIVA 128 ZX | Mar 1998 | NV3 | 350 | AGP 2x, PCI | 8 | 100 | 100 | 0:1:1:1 | 100 | 1.6 | SDR | 128 | 5 | 1.0 | | | RIVA TNT | 1998? | NV4 | 350 | AGP 2x, PCI | 8/16 | 90 | 110 | 0:2:2:2 | 180 | 1.7 | SDR/SG | 128 | 6 | 1.1 | AGP sideband (rev.4) | | Vanta | 1999? | NV6 | 250 | AGP 4x, PCI | 16 | 100 | 110 | 0:2:2:2 | 200 | 1.0 | SDR | 64 | 6 | 1.1 | RAMDAC 250 MHz | | Vanta LT | 1999? | NV6 | 250 | AGP 4x | 8 | 80 | 100 | 0:2:2:2 | 160 | 0.8 | SDR | 64 | 6 | 1.1 | ? | | RIVA TNT2 M64 | Jul 1999 | NV6 | 220 | AGP 4x, PCI | 32 | 125 | 135 | 0:2:2:2 | 250 | 1.2 | SDR | 64 | 6 | 1.1 | RAMDAC 300 MHz | | RIVA TNT2 | Mar 1999 | NV5 | 250 | AGP 4x, PCI | 32 | 125 | 150 | 0:2:2:2 | 250 | 2.4 | SDR | 128 | 6 | 1.1 | | | RIVA TNT2 Pro | 1999? | NV5 | 250 | AGP 4x, PCI | 32 | 143 | 166 | 0:2:2:2 | 286 | 2.7 | SDR | 128 | 6 | 1.1 | | | RIVA TNT2 Ultra | May 1999 | NV5 | 250 | AGP 4x, PCI | 32 | 150 | 183 | 0:2:2:2 | 300 | 2.9 | SDR | 128 | 6 | 1.1 | Vertex and pixel (or fragment) shaders are shaders that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...
Vertex and pixel (or fragment) shaders are computer programs that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...
Texture mapping units are also known as graphical pipelines is a small stage in a video card that preforms a small task quickly. ...
The Render Output Unit, often abbreviated as ROP, and sometimes called (perhaps more properly) Raster Operations Pipeline, is one of the final steps in the rendering process of modern 3D accelerator boards. ...
A year (from Old English gÄr) is the time between two recurrences of an event related to the orbit of the Earth around the Sun. ...
A code name or cryptonym is a word or name used clandestinely to refer to another name or word. ...
A nanometre (American spelling: nanometer) is 1. ...
In computer architecture, a bus is a subsystem that transfers data or power between computer components inside a computer or between computers and typically is controlled by device driver software. ...
This article is about the computer interface. ...
MiB redirects here. ...
This article is about the SI unit of frequency. ...
This article is about the SI unit of frequency. ...
The fillrate is the number of pixels a video card can generate in a period of time. ...
...
This article is about the unit of measurement. ...
This article is about the unit of information. ...
Microsoft DirectX is a collection of application programming interfaces for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. ...
OpenGL (Open Graphics Library) is a standard specification defining a cross-language cross-platform API for writing applications that produce 2D and 3D computer graphics. ...
The NV1, also known as the SGS Thompson STG-2000, was a multimedia PCI card released in 1995 and sold to retail as the Diamond Edge 3D. It featured a complete 2D/3D graphics core based upon quadratic texture mapping, VRAM or FPM DRAM memory, an integrated 32-channel 350...
This article is about the computer bus type. ...
Dynamic random access memory (DRAM) is a type of random access memory that stores each bit of data in a separate capacitor within an integrated circuit. ...
Dynamic random access memory (DRAM) is a type of random access memory that stores each bit of data in a separate capacitor within an integrated circuit. ...
Released in late 1997 by NVIDIA, the RIVA 128, or NV3, was one of the first generation of integrated consumer 3D chips. ...
The Accelerated Graphics Port (also called Advanced Graphics Port, often shortened to AGP) is a high-speed point-to-point channel for attaching a graphics card to a computers motherboard, primarily to assist in the acceleration of 3D computer graphics. ...
SDRAM means synchronous dynamic random access memory which is a type of solid state computer memory. ...
The RIVA TNT (For TwiN Texel) was a 3D graphics chipset manufactured by NVIDIA. It was released in late 1998 and cemented NVIDIAs reputation as the chief rival of then industry leader 3dfx. ...
Random Access Memory Digital-to-Analog Converter is a combination of three fast DACs with a small SRAM used in graphics display adapters to store the color palette and to generate the analog signals (usually a voltage amplitude) to drive a colour monitor. ...
The RIVA TNT2 was a 3D graphics chip manufactured by NVIDIA starting in early 1999. ...
GeForce series -
Main article: GeForce 256 | Model | Year | Code name | Fab (nm) | Bus interface | Memory max (MiB) | Core clock max (MHz) | Memory clock max (MHz) | Config core1 | Fillrate max (MT/s) | Memory | Graphics library support (version) | Features | | Bandwidth max (GB/s) | Bus type | Bus width (bit) | DirectX | OpenGL | | GeForce 256 (SDR) | Oct 1999 | NV10 | 220 | AGP 4x | 32/64 | 120 | 166 | 0:4:4:4 | 480 | 2.7 | SDR | 128 | 7 | 1.2 | Hardware Transform & Lighting | | GeForce 256 (DDR) | Jan 2000 | NV10 | 220 | AGP 4x | 32/64 | 120 | 300 | 0:4:4:4 | 480 | 4.8 | DDR | 128 | 7 | 1.2 | Hardware Transform & Lighting | The GeForce 256 (codenamed NV10), often known simply as the GeForce, was the first of NVIDIAs GeForce product-line. ...
Vertex and pixel (or fragment) shaders are shaders that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...
Vertex and pixel (or fragment) shaders are computer programs that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...
Texture mapping units are also known as graphical pipelines is a small stage in a video card that preforms a small task quickly. ...
The Render Output Unit, often abbreviated as ROP, and sometimes called (perhaps more properly) Raster Operations Pipeline, is one of the final steps in the rendering process of modern 3D accelerator boards. ...
A year (from Old English gÄr) is the time between two recurrences of an event related to the orbit of the Earth around the Sun. ...
A code name or cryptonym is a word or name used clandestinely to refer to another name or word. ...
A nanometre (American spelling: nanometer) is 1. ...
In computer architecture, a bus is a subsystem that transfers data or power between computer components inside a computer or between computers and typically is controlled by device driver software. ...
This article is about the computer interface. ...
MiB redirects here. ...
This article is about the SI unit of frequency. ...
This article is about the SI unit of frequency. ...
The fillrate is the number of pixels a video card can generate in a period of time. ...
...
This article is about the unit of measurement. ...
This article is about the unit of information. ...
Microsoft DirectX is a collection of application programming interfaces for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. ...
OpenGL (Open Graphics Library) is a standard specification defining a cross-language cross-platform API for writing applications that produce 2D and 3D computer graphics. ...
GeForce 2 series -
| Model | Year | Code name | Fab (nm) | Bus interface | Memory max (MiB) | Core clock max (MHz) | Memory clock max (MHz) | Config core1 | Fillrate max (MT/s) | Memory | Graphics library support (version) | Features | | Bandwidth max (GB/s) | Bus type | Bus width (bit) | DirectX | OpenGL | | GeForce2 MX 100 | 2001? | NV11 | 180 | AGP 4x | 32 | 143 | 166 | 0:2:4:2 | 572 | 0.6 | SDR | 32 | 7 | 1.2 | | | GeForce2 MX 200 | Mar 2001 | NV11 | 180 | AGP 4x | 64 | 175 | 166 | 0:2:4:2 | 700 | 1.2 | SDR/ DDR | 64 | 7 | 1.2 | | | GeForce2 MX | Jun 2000 | NV11 | 180 | AGP 4x | 64 | 175 | 166 | 0:2:4:2 | 700 | 2.7 | SDR | 128 | 7 | 1.2 | +TwinView +Shaders (NVIDIA Shading Rasterizer, OpenGL only) | | GeForce2 MX 400 | Mar 2001 | NV11 | 180 | AGP 4x, PCI | 32/64 | 200 | 183 | 0:2:4:2 | 800 | 2.9 | SDR/ DDR | 128/64 | 7 | 1.2 | | | GeForce2 GTS | Apr 2000 | NV15 | 180 | AGP 4x | 32/64 | 200 | 333 | 0:4:8:4 | 1600 | 5.3 | DDR | 128 | 7 | 1.2 | -TwinView | | GeForce2 Pro | 2000? | NV15 | 180 | AGP 4x | 32/64 | 200 | 400 | 0:4:8:4 | 1600 | 6.4 | DDR | 128 | 7 | 1.2 | | | GeForce2 Ti VX 2 | 2001? | NV15 | 150 | AGP 4x | 64 | 225 | 400 | 0:4:8:4 | 1800 | 6.4 | DDR | 128 | 7 | 1.2 | | | GeForce2 Ti | Oct 2001 | NV15 | 150 | AGP 4x | 64 | 250 | 400 | 0:4:8:4 | 2000 | 6.4 | DDR | 128 | 7 | 1.2 | | | GeForce2 Ultra | Aug 2000 | NV16 | 180 | AGP 4x | 64 | 250 | 460 | 0:4:8:4 | 2000 | 7.4 | DDR | 128 | 7 | 1.2 | The GeForce2 (codenamed NV15) was the second generation of GeForce graphics cards by NVIDIA Corporation. ...
Vertex and pixel (or fragment) shaders are shaders that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...
Vertex and pixel (or fragment) shaders are computer programs that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...
Texture mapping units are also known as graphical pipelines is a small stage in a video card that preforms a small task quickly. ...
The Render Output Unit, often abbreviated as ROP, and sometimes called (perhaps more properly) Raster Operations Pipeline, is one of the final steps in the rendering process of modern 3D accelerator boards. ...
A year (from Old English gÄr) is the time between two recurrences of an event related to the orbit of the Earth around the Sun. ...
A code name or cryptonym is a word or name used clandestinely to refer to another name or word. ...
A nanometre (American spelling: nanometer) is 1. ...
In computer architecture, a bus is a subsystem that transfers data or power between computer components inside a computer or between computers and typically is controlled by device driver software. ...
This article is about the computer interface. ...
MiB redirects here. ...
This article is about the SI unit of frequency. ...
This article is about the SI unit of frequency. ...
The fillrate is the number of pixels a video card can generate in a period of time. ...
...
This article is about the unit of measurement. ...
This article is about the unit of information. ...
Microsoft DirectX is a collection of application programming interfaces for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. ...
OpenGL (Open Graphics Library) is a standard specification defining a cross-language cross-platform API for writing applications that produce 2D and 3D computer graphics. ...
OpenGL (Open Graphics Library) is a standard specification defining a cross-language cross-platform API for writing applications that produce 2D and 3D computer graphics. ...
GeForce 3 series -
| Model | Year | Code name | Fab (nm) | Bus interface | Memory max (MiB) | Core clock max (MHz) | Memory clock max (MHz) | Config core1 | Fillrate max (MT/s) | Memory | Graphics library support (version) | Features | | Bandwidth max (GB/s) | Bus type | Bus width (bit) | DirectX | OpenGL | | GeForce3 | Feb 2001 | NV20 | 180 | AGP 4x | 64/128 | 200 | 460 | 1:4:8:4 | 1600 | 7.4 | DDR | 128 | 8.0 | 1.2 | +Shaders (v1.1) +LMA -TwinView | | GeForce3 Ti 200 | Oct 2001 | NV20 | 150 | AGP 4x | 64/128 | 175 | 400 | 1:4:8:4 | 1400 | 6.4 | DDR | 128 | 8.1 | 1.3 | | | GeForce3 Ti 500 | Oct 2001 | NV20 | 150 | AGP 4x | 64/128 | 240 | 500 | 1:4:8:4 | 1920 | 8.0 | DDR | 128 | 8.1 | 1.3 | The GeForce3 (codenamed NV20) was NVIDIAs third-generation GeForce chip. ...
Vertex and pixel (or fragment) shaders are shaders that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...
Vertex and pixel (or fragment) shaders are computer programs that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...
Texture mapping units are also known as graphical pipelines is a small stage in a video card that preforms a small task quickly. ...
The Render Output Unit, often abbreviated as ROP, and sometimes called (perhaps more properly) Raster Operations Pipeline, is one of the final steps in the rendering process of modern 3D accelerator boards. ...
A year (from Old English gÄr) is the time between two recurrences of an event related to the orbit of the Earth around the Sun. ...
A code name or cryptonym is a word or name used clandestinely to refer to another name or word. ...
A nanometre (American spelling: nanometer) is 1. ...
In computer architecture, a bus is a subsystem that transfers data or power between computer components inside a computer or between computers and typically is controlled by device driver software. ...
This article is about the computer interface. ...
MiB redirects here. ...
This article is about the SI unit of frequency. ...
This article is about the SI unit of frequency. ...
The fillrate is the number of pixels a video card can generate in a period of time. ...
...
This article is about the unit of measurement. ...
This article is about the unit of information. ...
Microsoft DirectX is a collection of application programming interfaces for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. ...
OpenGL (Open Graphics Library) is a standard specification defining a cross-language cross-platform API for writing applications that produce 2D and 3D computer graphics. ...
GeForce 4 series -
AGP 3.0 denotes a voltage reduction and increased maximum theoretical bandwidth (available speeds are 4X and 8X, instead of 2X and 4X); the cores themselves saw little to no changes (from NV17 to NV18 or NV25 to NV28). Apart from an increased clock speed and a reduced signal swing voltage (from 1.5V to 0.8V) , AGP 3.0 still supports sideband addressing (added late to AGP 1.0 specifications, increased practical data throughput) and fast writes (AGP 2.0 specifications, direct data writes to graphic card's memory). Strangely, the 4200's name change doesn't reflect the increased core clock, while the 4800 still has the same clock rates as the 4600. A GeForce4 (codenames below) is a fourth-generation graphics processing unit (GPU) manufactured by NVIDIA which forms the basis of many computer graphics cards. ...
Vertex and pixel (or fragment) shaders are shaders that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...
Vertex and pixel (or fragment) shaders are computer programs that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...
Texture mapping units are also known as graphical pipelines is a small stage in a video card that preforms a small task quickly. ...
The Render Output Unit, often abbreviated as ROP, and sometimes called (perhaps more properly) Raster Operations Pipeline, is one of the final steps in the rendering process of modern 3D accelerator boards. ...
| Model | Year | Code name | Fab (nm) | Bus interface | Memory max (MiB) | Core clock max (MHz) | Memory clock max (MHz) | Config core1 | Fillrate max (MT/s) | Memory | Graphics library support (version) | Features | | Bandwidth max (GB/s) | Bus type | Bus width (bit) | DirectX | OpenGL | | GeForce4 MX 420 | Feb 2002 | NV17 | 150 | AGP 4x | 64 | 250 | 166 | 0:2:4:2 | 1000 | 2.7 | SDR | 64 | 7 | 1.2 | +TwinView +LMA2 | | GeForce4 MX 440SE | 2002 | NV18 | 150 | AGP 4x, PCI | 64 | 250 | 333 | 0:2:4:2 | 1100 | 2.7,5.3 | SDR, DDR | 64,128 | 7 | 1.2 | | | GeForce4 MX 440 | Feb 2002 | NV17 | 150 | AGP 4x, PCI | 64 | 270 | 400 | 0:2:4:2 | 1100 | 6.4 | DDR | 128 | 7 | 1.2 | | | GeForce4 MX 440 8x | Oct 2002 | NV18 | 150 | AGP 8x | 128 | 275 | 513 | 0:2:4:2 | 1100 | 8.2 | DDR | 128 | 7 | 1.2 | AGP 3.0 | | GeForce4 MX 460 | Feb 2002 | NV17 | 150 | AGP 4x | 64 | 300 | 550 | 0:2:4:2 | 1200 | 8.8 | DDR | 128 | 7 | 1.2 | | | GeForce4 MX 4000 | 2003? | NV18B | 150 | AGP 4x/8x, PCI, | 64, 128 | 250, 275 | 266, 333, 400 | 0:2:4:2 | 1100 | 1.1, 3.2, 5.3 | DDR | 32, 64, 128 | 7 | 1.2 | | | GeForce4 Ti 4200 | Apr 2002 | NV25 | 150 | AGP 4x | 64, 128 | 250 | 500/ 444 | 2:4:8:4 | 2000 | 8.0/ 7.1 | DDR | 128 | 8.1 | 1.4 | +Shaders (v1.1 vertex, v1.3 pixel) +1 Vertex unit | | GeForce4 Ti 4200 8x | Oct 2002 | NV28 | 150 | AGP 8x | 128 | 250 | 513 | 2:4:8:4 | 2000 | 8.2 | DDR | 128 | 8.1 | 1.4 | AGP 3.0 | | GeForce4 Ti 4400 | Feb 2002 | NV25 | 150 | AGP 4x | 128 | 275 | 550 | 2:4:8:4 | 2200 | 8.8 | DDR | 128 | 8.1 | 1.4 | | | GeForce4 Ti 4800 SE | Feb 2003 | NV28 | 150 | AGP 8x | 128 | 275 | 550 | 2:4:8:4 | 2200 | 8.8 | DDR | 128 | 8.1 | 1.4 | AGP 3.0 | | GeForce4 Ti 4600 | Feb 2002 | NV25 | 150 | AGP 4x | 128 | 300 | 650 | 2:4:8:4 | 2400 | 10.4 | DDR | 128 | 8.1 | 1.4 | | | GeForce4 Ti 4800 | Feb 2003 | NV28 | 150 | AGP 8x | 128 | 300 | 650 | 2:4:8:4 | 2400 | 10.4 | DDR | 128 | 8.1 | 1.4 | AGP 3.0 | A year (from Old English gÄr) is the time between two recurrences of an event related to the orbit of the Earth around the Sun. ...
A code name or cryptonym is a word or name used clandestinely to refer to another name or word. ...
A nanometre (American spelling: nanometer) is 1. ...
In computer architecture, a bus is a subsystem that transfers data or power between computer components inside a computer or between computers and typically is controlled by device driver software. ...
This article is about the computer interface. ...
MiB redirects here. ...
This article is about the SI unit of frequency. ...
This article is about the SI unit of frequency. ...
The fillrate is the number of pixels a video card can generate in a period of time. ...
...
This article is about the unit of measurement. ...
This article is about the unit of information. ...
Microsoft DirectX is a collection of application programming interfaces for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. ...
OpenGL (Open Graphics Library) is a standard specification defining a cross-language cross-platform API for writing applications that produce 2D and 3D computer graphics. ...
GeForce FX series -
| Model | Year | Code name | Fab (nm) | Bus interface | Memory max (MiB) | Core clock max (MHz) | Memory clock max (MHz) | Config core1 | Fillrate max (MT/s) | Memory | Graphics library support (version) | Features | | Bandwidth max (GB/s) | Bus type | Bus width (bit) | DirectX | OpenGL | | GeForce FX 5200 | Mar 2003 | NV34 | 150 | AGP 8x,PCI | 128, 256 | 250 | 333,400 | 1:2:2:2 *:4:4:4 | 1000 | 2.7,6.4 | DDR | 64,128 | 9.0 | 1.5/2.0** | | | GeForce FX 5200 Ultra | Mar 2003 | NV34 | 150 | AGP 8x | 256 | 325 | 650 | 1:2:2:2 *:4:4:4 | 1300 | 10.4 | DDR | 128 | 9.0 | 1.5/2.0** | | | GeForce PCX 5300 | 2003 | NV34 | 150 | PCI-e | 256 | 250 | 400 | *:2:4:4 | 1000 | 3.2/6.4 | DDR | 64/128 | 9.0 | 1.5/2.0** | | | GeForce FX 5500 | Mar 2004 | NV34 | 150 | AGP 8x,PCI | 128, 256 | 270 | 400 | 1:2:2:2 *:4:4:4 | 1080 | 3.2, 6.4 | DDR | 64, 128 | 9.0 | 1.5/2.0** | | | GeForce FX 5600 XT | 2003 | NV31 | 130 | AGP 8x | 128, 256 | 235 | 400 | 1:2:2:2 *:4:4:4 | 940 | 6.4 | DDR | 128 | 9.0 | 1.5/2.0** | | | GeForce FX 5600 | 2003 | NV31 | 130 | AGP 8x | 256 | 325 | 550 | 1:2:2:2 *:4:4:4 | 1300 | 8.8 | DDR | 128 | 9.0 | 1.5/2.0** | | | GeForce FX 5600 Ultra | Mar 2003 | NV31 | 130 | AGP 8x | 256 | 350 | 700 | 1:2:2:2 *:4:4:4 | 1400 | 11.2 | DDR | 128 | 9.0 | 1.5/2.0** | | | GeForce FX 5600 Ultra Rev.2 | Aug 2003 | NV31 | 130 | AGP 8x | 256 | 400 | 800 | 1:2:2:2 *:4:4:4 | 1600 | 12.8 | DDR | 128 | 9.0 | 1.5/2.0** | | | GeForce FX 5700 VE | 2003 | NV36 | 130 | AGP 8x | 128, 256 | 300 | 500 | 3:2:2:2 *:4:4:4 | 1200 | 8.0 | DDR | 128 | 9.0 | 1.5/2.0** | | | GeForce FX 5700 LE | 2003 | NV36 | 130 | AGP 8x, PCI | 256 | 250 | 400 | 3:2:2:2 *:4:4:4 | 1000 | 6.4 | DDR | 128 | 9.0 | 1.5/2.0** | | | GeForce FX 5700 | 2003 | NV36 | 130 | AGP 8x | 256 | 425 | 550 | 3:2:2:2 *:4:4:4 | 1700 | 8.8 | DDR | 128 | 9.0 | 1.5/2.0** | | | GeForce FX 5700 Ultra | Oct 2003 | NV36 | 130 | AGP 8x | 256 | 475 | 900 | 3:2:2:2 *:4:4:4 | 1900 | 14.4 | GDDR2 | 128 | 9.0 | 1.5/2.0** | | | GeForce FX 5700 Ultra GDDR3 | Mar 2004 | NV36 | 130 | AGP 8x | 256 | 475 | 950 | 3:2:2:2 *:4:4:4 | 1900 | 15.2 | GDDR3 | 128 | 9.0 | 1.5/2.0** | | | GeForce PCX 5750 | 2004 | NV36 | 130 | PCI-E | 256 | 425 | 500 | *:4:4:4 | 1700 | 8.0 | GDDR3 | 128 | 9.0 | 1.5/2.0** | | | GeForce FX 5800 | Jan 2003 | NV30 | 130 | AGP 8x | 256 | 400 | 800 | 2:4:8:8 2:8:8:8 (no Z) | 3200 | 12.8 | GDDR2 | 128 | 9.0 | 1.5/2.0** | | | GeForce FX 5800 Ultra | Jan 2003 | NV30 | 130 | AGP 8x | 256 | 500 | 1000 | 2:4:8:8 2:8:8:8 (no Z) | 4000 | 16.0 | GDDR2 | 128 | 9.0 | 1.5/2.0** | | | GeForce FX 5900 XT | Dec 2003 | NV35 | 130 | AGP 8x | 256 | 400 | 700 | 3:4:8:8 3:8:8:8 (no Z) | 3200 | 22.4 | DDR | 256 | 9.0 | 1.5/2.0** | | | GeForce FX 5900 | May 2003 | NV35 | 130 | AGP 8x | 256 | 400 | 850 | 3:4:8:8 3:8:8:8 (no Z) | 3200 | 27.2 | DDR | 256 | 9.0 | 1.5/2.0** | | | GeForce FX 5900 Ultra | May 2003 | NV35 | 130 | AGP 8x | 256 | 450 | 850 | 3:4:8:8 3:8:8:8 (no Z) | 3600 | 27.2 | DDR | 256 | 9.0 | 1.5/2.0** | | | GeForce PCX 5900 | 2004 | NV35 | 130 | PCI-E | 256 | 425 | 550 | 3:4:8:8 3:8:8:8 (no Z) | 3400 | 17.6 | DDR | 256 | 9.0 | 1.5/2.0** | | | GeForce FX 5950 Ultra | Oct 2003 | NV38 | 130 | AGP 8x | 256 | 475 | 950 | 3:4:8:8 3:8:8:8 (no Z) | 3800 | 30.4 | DDR | 256 | 9.0 | 1.5/2.0** | | GeForce PCX 5950 | 2004 | NV38 | 130 | PCI-E | 256 | 350 | 950 | 3:4:8:8 3:8:8:8 (no Z) | 3800 | 30.4 | DDR | 256 | 9.0 | 1.5/2.0** | The GeForce FX or GeForce 5 series (codenamed NV30) is a line of graphics cards from the manufacturer NVIDIA. // NVIDIAs GeForce FX series is the fifth generation in the GeForce line. ...
Vertex and pixel (or fragment) shaders are shaders that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...
Vertex and pixel (or fragment) shaders are computer programs that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...
Texture mapping units are also known as graphical pipelines is a small stage in a video card that preforms a small task quickly. ...
The Render Output Unit, often abbreviated as ROP, and sometimes called (perhaps more properly) Raster Operations Pipeline, is one of the final steps in the rendering process of modern 3D accelerator boards. ...
A year (from Old English gÄr) is the time between two recurrences of an event related to the orbit of the Earth around the Sun. ...
A code name or cryptonym is a word or name used clandestinely to refer to another name or word. ...
A nanometre (American spelling: nanometer) is 1. ...
In computer architecture, a bus is a subsystem that transfers data or power between computer components inside a computer or between computers and typically is controlled by device driver software. ...
This article is about the computer interface. ...
MiB redirects here. ...
This article is about the SI unit of frequency. ...
This article is about the SI unit of frequency. ...
The fillrate is the number of pixels a video card can generate in a period of time. ...
...
This article is about the unit of measurement. ...
This article is about the unit of information. ...
Microsoft DirectX is a collection of application programming interfaces for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. ...
OpenGL (Open Graphics Library) is a standard specification defining a cross-language cross-platform API for writing applications that produce 2D and 3D computer graphics. ...
GDDR3 (Graphics Double Data Rate, version 3) is a graphics card-specific memory technology, designed by ATI Technologies. ...
GDDR3 (Graphics Double Data Rate, version 3) is a graphics card-specific memory technology, designed by ATI Technologies. ...
GeForce 6 series -
| Model | Year | Code name | Fab (nm) | Bus interface | Memory max (MiB) | Core clock max (MHz) | Memory clock max (MHz) | Config core1 | Fillrate | Memory | Graphics library support (version) | | Pixel (MP/s) | Vertex (MV/s) | Texture (MT/s) | Bandwidth max (GB/s) | Bus type | Bus width (bit) | DirectX | OpenGL | | GeForce 6100 | Nov 2005 | C51G | 90 | Hyper Transport | 256 (Shared) | 425 | System Memory | 1:2:2:1 | 425 | 106.3 | 850 | System Memory (up to system HT limit) | System Memory | 64, 128 | 9.0c | 1.5 | | GeForce 6150 LE | Jun 2006 | C51PVG | 90 | Hyper Transport | 128 (Shared), 256 | 425 | System Memory | 1:2:2:1 | 425 | 106.3 | 850 | System Memory (up to system HT limit) | System Memory | 64, 128 | 9.0c | 1.5 | | GeForce 6150 | Nov 2005 | C51PV | 90 | Hyper Transport | 256 (Shared) | 475 | System Memory | 1:2:2:1 | 475 | 118.8 | 950 | System Memory (up to system HT limit) | System Memory | 64, 128 | 9.0c | 1.5 | | GeForce 6150 SE | | MCP61P | | Hyper Transport | 256 (Shared) | 425 | System Memory | 1:2:2:1 | 425 | 106.3 | 850 | System Memory (up to system HT limit) | System Memory | 64,128 | 9.0c | 1.5 | | GeForce 6200 | 2004 | NV43 | 110 | PCIe x16, AGP 8X, PCI | 128, 256, | 300 | 400 | 3:4:4:2 | 600 | 225 | 1200 | 3.2, 6.4 | DDR | 64, 128 | 9.0c | 1.5 | | GeForce 6200 TC2 | 2005 | NV44 | 110 | PCIe x16 | 16, 32, 64, 128, 256 | 350 | 700, 550 | 3:4:4:2 | 700 | 262.5 | 1400 | 2.8, 5.6, 4.4 | DDR | 32, 64 | 9.0c | 1.5 | | GeForce 6200 | 2005 | NV44 | 110 | PCI | 128, 256 | 350 | 400 | 3:4:4:2 | 700 | 262.5 | 1400 | 3.2 | DDR | 64 | 9.0c | 1.5 | | GeForce 6200 | 2005 | NV43, NV44a | 110 | AGP 8X | 128, 256, 512 | 350 | 533 | 3:8:4:4 | 1400 | 262.5 | 1400 | 4.3, 8.5 | DDR, DDR2 | 64, 128 | 9.0c | 1.5 | | GeForce 6500 | 2005 | NV43, NV44 | 110 | PCIe x16 | 128, 256 | 350 | 550 | 3:4:4:4 | 1400 | 262.5 | 1400 | 4.2 | DDR2 | 64 | 9.0c | 1.5 | | GeForce 6600LE | 2005 | NV43 | 110 | PCIe x16, AGP-8x | 128, 256 | 300 | 500 | 3:4:4:4 | 1200 | 225 | 1200 | 8.8 | DDR | 128 | 9.0c | 1.5 | | GeForce 6600 | 2004 | NV43 | 110 | PCIe x16, AGP 8x | 128, 256, 512 | 300 | 500 | 3:8:8:4 | 1200 | 225 | 2400 | 8.8 | DDR | 128 | 9.0c | 1.5 | | GeForce 6600 DDR2 | Nov 2005 | NV43 | 110 | PCIe x16, AGP 8x | 256, 512 | 350 | 800 | 3:8:8:4 | 1400 | 262.5 | 2800 | 12.8 | DDR2 | 128 | 9.0c | 1.5 | | GeForce 6600 GT | Nov 2004 | NV43 | 110 | AGP 8X | 128 | 500 | 900 | 3:8:8:4 | 2000 | 375 | 4000 | 14.4 | GDDR3 | 128 | 9.0c | 1.5 | | GeForce 6600 GT | Aug 2004, 2005 | NV43 | 110 | PCIe x16 | 128, 256 | 500 | 1000 | 3:8:8:4 | 2000 | 375 | 4000 | 16.0 | GDDR3 | 128 | 9.0c | 1.5 | | GeForce 6600 XL | ? | NV43 | 110 | PCIe x16 | 128, 256 | 525 | 1100 | 3:8:8:4 | 2100 | 375 | 4200 | 17.6 | GDDR3 | 128 | 9.0c | 1.5 | | GeForce 6800 LE | 2004 | NV40 | 130 | AGP 8X | 256 | 325 | 700 | 4:8:8:8 | 2600 | 325 | 2600 | 22.4 | DDR | 256 | 9.0c | 1.5 | | GeForce 6800 XT | 2005 | NV40, NV41, NV42 | 110 | PCIe x16, AGP 8x | 256 | 325 | 700 | 4:8:8:8 | 2600 | 325 | 2600 | 22.4 | DDR | 256/128 | 9.0c | 1.5 | | GeForce 6800 | 2004 | NV40 | 130 | AGP 8X | 128, 256 | 325 | 700 | 5:12:12:8 | 2600 | 406.3 | 3900 | 22.4 | DDR | 256 | 9.0c | 1.5 | | GeForce 6800 | 2004 | NV41, NV42 | 130, 110 | PCIe x16 | 128, 256 | 325 | 600 | 5:12:12:12 | 3900 | 406.3 | 3900 | 19.2 | DDR | 256 | 9.0c | 1.5 | | GeForce 6800 GTO | 2004 (OEM only) | NV41, NV45 | 130 | PCIe x16 | 256 | 350 | 900 | 5:12:12:12 5:12:12:12 | 4200 | 437.5 | 4200 | 28.8 | GDDR3 | 256 | 9.0c | 1.5 | | GeForce 6800 GS | Dec 2005 | NV40 | 130 | AGP 8X | 256 | 350 | 1000 | 5:12:12:12 | 4200 | 437.5 | 4200 | 32.0 | GDDR3 | 256 | 9.0c | 1.5 | | GeForce 6800 GS | Nov 2005 | NV42 | 110 | PCIe x16 | 256 | 425 | 1000 | 5:12:12:8 | 3400 | 531.25 | 5100 | 32.0 | GDDR3 | 256 | 9.0c | 1.5 | | GeForce 6800 GT | May 2004 | NV40 | 130 | PCIe x16, AGP 8X, | 256, (512 PCI-e only) | 350 | 1000 | 6:16:16:16 | 5600 | 525 | 5600 | 32.0 | GDDR3 | 256 | 9.0c | 1.5 | | GeForce 6800 Ultra | Apr 2004 | NV40 | 130 | AGP 8X | 256 | 400 | 1100 | 6:16:16:16 | 6400 | 600 | 6400 | 35.2 | GDDR3 | 256 | 9.0c | 1.5 | | GeForce 6800 Ultra Extreme | Jun 2004 | NV45 | 130 | PCIe x16 | 256 | 450 | 1100 | 6:16:16:16 | 7200 | 618.75 | 7200 | 35.2 | GDDR3 | 256 | 9.0c | 1.5 | | GeForce 6800 Ultra | Mar 2005 | NV45 | 130 | PCIe x16 | 512 | 400 | 1050 | 6:16:16:16 | 6400 | 600 | 6400 | 33.6 | GDDR3 | 256 | 9.0c | 1.5 | The GeForce 6 Series (codenamed NV40) is NVIDIAs sixth generation of GeForce graphics chipsets. ...
Vertex and pixel (or fragment) shaders are shaders that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...
Vertex and pixel (or fragment) shaders are computer programs that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...
Texture mapping units are also known as graphical pipelines is a small stage in a video card that preforms a small task quickly. ...
The Render Output Unit, often abbreviated as ROP, and sometimes called (perhaps more properly) Raster Operations Pipeline, is one of the final steps in the rendering process of modern 3D accelerator boards. ...
NVIDIAs TurboCache technology is a method of allowing more framebuffer memory on select graphics cards by using both video memory and system memory by taking advantage of the high bandwidth provided by the PCI-Express bus. ...
A year (from Old English gÄr) is the time between two recurrences of an event related to the orbit of the Earth around the Sun. ...
A code name or cryptonym is a word or name used clandestinely to refer to another name or word. ...
A nanometre (American spelling: nanometer) is 1. ...
In computer architecture, a bus is a subsystem that transfers data or power between computer components inside a computer or between computers and typically is controlled by device driver software. ...
This article is about the computer interface. ...
MiB redirects here. ...
This article is about the SI unit of frequency. ...
This article is about the SI unit of frequency. ...
The fillrate is the number of pixels a video card can generate in a period of time. ...
This article is about the picture element. ...
In geometry, a vertex (plural vertices) is a special kind of point, usually a corner of a polygon, polyhedron, or higher dimensional polytope. ...
...
This article is about the unit of measurement. ...
This article is about the unit of information. ...
Microsoft DirectX is a collection of application programming interfaces for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. ...
OpenGL (Open Graphics Library) is a standard specification defining a cross-language cross-platform API for writing applications that produce 2D and 3D computer graphics. ...
HyperTransport logo HyperTransport (HT), formerly known as Lightning Data Transport (LDT), is a bidirectional serial/parallel high-bandwidth, low-latency point to point link that was introduced on April 2, 2001. ...
HyperTransport logo HyperTransport (HT), formerly known as Lightning Data Transport (LDT), is a bidirectional serial/parallel high-bandwidth, low-latency point to point link that was introduced on April 2, 2001. ...
HyperTransport logo HyperTransport (HT), formerly known as Lightning Data Transport (LDT), is a bidirectional serial/parallel high-bandwidth, low-latency point to point link that was introduced on April 2, 2001. ...
HyperTransport logo HyperTransport (HT), formerly known as Lightning Data Transport (LDT), is a bidirectional serial/parallel high-bandwidth, low-latency point to point link that was introduced on April 2, 2001. ...
OEM is an acronym for any of the following: Object Exchange Model Office of Emergency Management, a general term for emergency management functions Office for Emergency Management, a World War II function within the Executive Office of the United States Government Oracle Enterprise Manager Original Equipment Manufacturer The DOS code...
Features | Model | Features | | Transparency Anti-Aliasing | OpenEXR HDR | Scalable Link Interface (SLI) | TurboCache Technology | PureVideo w/WMV9 Decode | PureVideo wo/WMV9 Decode | | GeForce 6100 | Yes (FW 91.47+) | No | No | No | Yes (limited) | No | | GeForce 6150 SE | Yes (FW 91.47+) | No | No | No | Yes (limited) | No | | GeForce 6150 | Yes (FW 91.47+) | No | No | No | Yes | No | | GeForce 6150 LE | Yes (FW 91.47+) | No | No | No | Yes | No | | GeForce 6200 | Yes (FW 91.47+) | No | No | Yes (PCI-E only) | Yes | No | | GeForce 6500 | Yes (FW 91.47+) | No | Yes | Yes | Yes | No | | GeForce 6600 LE | Yes (FW 91.47+) | Yes | Yes (No SLI Connector) | No | Yes | No | | GeForce 6600 | Yes (FW 91.47+) | Yes | Yes (SLI Connector or PCI-E Interface) | No | Yes | No | | GeForce 6600 DDR2 | Yes (FW 91.47+) | Yes | Yes (SLI Connector or PCI-E Interface) | No | Yes | No | | GeForce 6600 GT | Yes (FW 91.47+) | Yes | Yes | No | Yes | No | | GeForce 6800 LE | Yes (FW 91.47+) | Yes | No | No | No | Yes | | GeForce 6800 XT | Yes (FW 91.47+) | Yes | Yes (PCI-E only) | No | Yes (NV42 only) | No | | GeForce 6800 | Yes (FW 91.47+) | Yes | Yes (PCI-E only) | No | Yes (NV41, NV42 only) | No | | GeForce 6800 GTO | Yes (FW 91.47+) | Yes | Yes | No | No | Yes | | GeForce 6800 GS | Yes (FW 91.47+) | Yes | Yes (PCI-E only) | No | Yes (NV42 only) | Yes (NV40 only) | | GeForce 6800 GT | Yes (FW 91.47+) | Yes | Yes (PCI-E only) | No | No | Yes | | GeForce 6800 Ultra | Yes (FW 91.47+) | Yes | Yes (PCI-E only) | No | No | Yes | For other uses, see SLI. NVIDIA SLI Logo Scalable Link Interface (SLI) is a brand name for a multi-GPU solution developed by NVIDIA for linking two (or more) video cards together to produce a single output. ...
SLI may stand for: Safe Load Indicator in cranes SAP Labs India, the Indian subsidiary of SAP AG Scalable Link Interface, NVIDIAs method for connecting 2 or more video cards together to produce a single output. ...
GeForce 7 series -
| Model | Year | Code name | Fab (nm) | Bus interface | Memory max (MiB) | Core clock max (MHz) | Memory clock max (MHz) | Config core1 | Fillrate | Memory | Graphics library support (version) | | Pixel (MP/s) | Vertex (MV/s) | Texture (MT/s) | Bandwidth max (GB/s) | Bus type | Bus width (bit) | DirectX | OpenGL | | GeForce 7025 | Jul 2007 | C86S | | Hyper Transport | 256 (Shared) | 425 | System Memory | 1:4:2:2 | 850 | 106.3 | 850 | System Memory | System Memory | 64, 128 | 9.0c | 2.0 | | GeForce 7050 PV/SE | Jul 2007 | C86PV | | Hyper Transport | 256 (Shared) | 425 | System Memory | 1:4:2:2 | 850 | 106.3 | 850 | System Memory | System Memory | 64, 128 | 9.0c | 2.0 | | GeForce 7100 GS2 | Sep 2006 | NV44 | 110 | PCIe x16 | 128, 512 | 350 | 667 | 3:4:4:2 | 700 | 262.5 | 1400 | 5.33 | DDR2 | 64 | 9.0c | 2.0 | | GeForce 7200 GS2 | Apr 2007 | G72 | 90 | PCIe x16 | 64, 128, 256, 512 | 450 | 667, 800 | 2:2:2:2 | 900 | 225 | 900 | 5.33, 6.4 | DDR2 | 64 | 9.0c | 2.0 | | GeForce 7300 SE2 | Mar 2006 | G72 | 90 | PCIe x16 | 128, 256, 256, 512 | 450 | 667 | 2:2:2:2 | 900 | 225 | 900 | 5.33 | DDR | 64 | 9.0c | 2.0 | | GeForce 7300 LE2 | Mar 2006 | G72 | 90 | PCIe x16 | 128, 256, 512 | 450 | 667 | 3:4:4:2 | 900 | 337.5 | 1800 | 5.33 | DDR2 | 64 | 9.0c | 2.0 | | GeForce 7300 GS2 | Jan 2006 | G72 | 90 | PCIe x16, AGP 8x | 128, 256, 256, 512 | 550 | 810 | 3:4:4:2 | 1100 | 412.5 | 2200 | 6.48 | DDR2 | 64 | 9.0c | 2.0 | | GeForce 7300 GT | May 2006 | G73 | 90 | PCIe x16, AGP 8x | 256, 512 | 350, 400, 500 | 533, 667, 800, 1400 | 4:8:8:8 | 2800 | 350 | 2800 | 8.53-10.67-22.4 | DDR2, DDR3 | 128 | 9.0c | 2.0 | | GeForce 7600 GS | Mar 2006 | G73 | 90 | PCIe x16, AGP 8x | 256, 512 | 400, 560 | 800, 540 | 5:12:12:8 | 3200 | 500 | 4800 | 12.8, 8.64 | DDR2, DDR3 | 128 | 9.0c | 2.0 | | GeForce 7600 GT | Mar 2006 | G73 | 90 | PCIe x16, AGP 8x | 256, 512 | 560 | 1400 | 5:12:12:8 | 4480 | 700 | 6720 | 22.4 | GDDR3 | 128 | 9.0c | 2.0 | | GeForce 7600 GT 80nm | Jan 2007 | G73-B1 (80nm) | 80 | PCIe x16, AGP 8x | 256, 512 | 650 | 1600 | 5:12:12:8 | 5200 | 812.5 | 7800 | 25.6 | GDDR3 | 128 | 9.0c | 2.0 | | GeForce 7800 GS | Feb 2006 | G70 | 110 | AGP 8x | 256 | 375 | 1200 | 6:16:16:8 | 3000 | 562.5 | 6000 | 38.4 | GDDR3 | 256 | 9.0c | 2.0 | | GeForce 7800 GT | Aug 2005 | G70 | 110 | PCIe x16 | 256 | 400 | 1000 | 7:20:20:16 | 6400 | 700 | 8000 | 32.0 | GDDR3 | 256 | 9.0c | 2.0 | | GeForce 7800 GTX | Jun 2005 | G70 | 110 | PCIe x16 | 256 | 430 | 1200 | 8:24:24:16 | 6880 | 940 | 10320 | 38.4 | GDDR3 | 256 | 9.0c | 2.0 | | GeForce 7800 GTX 512 | Nov 2005 | G70 | 110 | PCIe x16 | 512 | 550 | 1700 | 8:24:24:16 | 8800 | 1100 | 13200 | 54.4 | GDDR3 | 256 | 9.0c | 2.0 | | GeForce 7900 GS | May 2006 (OEM only) Sept 2006 (Retail) The GeForce 7 Series is the seventh generation of NVIDIAs GeForce graphics cards. ...
Vertex and pixel (or fragment) shaders are shaders that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...
Vertex and pixel (or fragment) shaders are computer programs that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...
Texture mapping units are also known as graphical pipelines is a small stage in a video card that preforms a small task quickly. ...
The Render Output Unit, often abbreviated as ROP, and sometimes called (perhaps more properly) Raster Operations Pipeline, is one of the final steps in the rendering process of modern 3D accelerator boards. ...
NVIDIAs TurboCache technology is a method of allowing more framebuffer memory on select graphics cards by using both video memory and system memory by taking advantage of the high bandwidth provided by the PCI-Express bus. ...
A year (from Old English gÄr) is the time between two recurrences of an event related to the orbit of the Earth around the Sun. ...
A code name or cryptonym is a word or name used clandestinely to refer to another name or word. ...
A nanometre (American spelling: nanometer) is 1. ...
In computer architecture, a bus is a subsystem that transfers data or power between computer components inside a computer or between computers and typically is controlled by device driver software. ...
This article is about the computer interface. ...
MiB redirects here. ...
This article is about the SI unit of frequency. ...
This article is about the SI unit of frequency. ...
The fillrate is the number of pixels a video card can generate in a period of time. ...
This article is about the picture element. ...
In geometry, a vertex (plural vertices) is a special kind of point, usually a corner of a polygon, polyhedron, or higher dimensional polytope. ...
...
This article is about the unit of measurement. ...
This article is about the unit of information. ...
Microsoft DirectX is a collection of application programming interfaces for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. ...
OpenGL (Open Graphics Library) is a standard specification defining a cross-language cross-platform API for writing applications that produce 2D and 3D computer graphics. ...
July 2007 is the seventh month of that year. ...
HyperTransport logo HyperTransport (HT), formerly known as Lightning Data Transport (LDT), is a bidirectional serial/parallel high-bandwidth, low-latency point to point link that was introduced on April 2, 2001. ...
July 2007 is the seventh month of that year. ...
HyperTransport logo HyperTransport (HT), formerly known as Lightning Data Transport (LDT), is a bidirectional serial/parallel high-bandwidth, low-latency point to point link that was introduced on April 2, 2001. ...
OEM is an acronym for any of the following: Object Exchange Model Office of Emergency Management, a general term for emergency management functions Office for Emergency Management, a World War II function within the Executive Office of the United States Government Oracle Enterprise Manager Original Equipment Manufacturer The DOS code...
| G71 | 90 | PCIe x16, AGP 8x | 256 | 450 | 1320 | 7:20:20:16 | 7200 | 822.5 | 9000 | 42.2 | GDDR3 | 256 | 9.0c | 2.0 | | GeForce 7900 GT | Mar 2006 | G71 | 90 | PCIe x16 | 256 | 450 | 1320 | 8:24:24:16 | 7200 | 940 | 10800 | 42.2 | GDDR3 | 256 | 9.0c | 2.0 | | GeForce 7900 GTO | Sept 2006 | G71 | 90 | PCIe x16 | 512 | 650 | 1320 | 8:24:24:16 | 10400 | 1300 | 15600 | 42.2 | GDDR3 | 256 | 9.0c | 2.0 | | GeForce 7900 GTX | Mar 2006 | G71 | 90 | PCIe x16 | 512 | 650 | 1600 | 8:24:24:16 | 10400 | 1400 | 15600 | 51.2 | GDDR3 | 256 | 9.0c | 2.0 | | GeForce 7900 GX2 | Mar 2006 (OEM only) | 2x G71 | 90 | PCIe x16 | 2x 512 | 500 | 1200 | 2x 8:24:24:16 | 16000 | 2000 | 24000 | 76.8 | GDDR3 | 2x 256 | 9.0c | 2.0 | | GeForce 7950 GT | Q1 2007 (256) Sept 2006 (512) | G71 | 90 | PCIe x16, AGP 8x | 256, 512 | 550 | 1400 | 8:24:24:16 | 8800 | 1100 | 13200 | 44.8 | GDDR3 | 256 | 9.0c | 2.0 | | GeForce 7950 GX2 | June 2006 (Retail) | 2x G71 | 90 | PCIe x16 | 2x 512 | 500 | 1200 | 2x 8:24:24:16 | 16000 | 2000 | 24000 | 76.8 | GDDR3 | 2x 256 | 9.0c | 2.0 | OEM is an acronym for any of the following: Object Exchange Model Office of Emergency Management, a general term for emergency management functions Office for Emergency Management, a World War II function within the Executive Office of the United States Government Oracle Enterprise Manager Original Equipment Manufacturer The DOS code...
Features | Model | Features | | Transparency Anti-Aliasing | Gamma Correct Anti-Aliasing | 64Bit OpenEXR HDR | Scalable Link Interface (SLI) | TurboCache Technology | Dual Link DVI | | GeForce 7100 GS | Yes | No | No | No | Yes | No | | GeForce 7200 GS | Yes | Yes | Yes | No | Yes | No | | GeForce 7300 SE | Yes | Yes | Yes | No | Yes | No | | GeForce 7300 LE | Yes | Yes | Yes | No | Yes | No | | GeForce 7300 GS | Yes | Yes | Yes | Yes (PCI-E only) (No SLI bridge) | Yes | No | | GeForce 7300 GT | Yes | Yes | Yes | Yes (PCI-E only) (No SLI bridge) | No | Yes 1 | | GeForce 7600 GS | Yes | Yes | Yes | Yes (PCI-E only) | No | Yes 1 | | GeForce 7600 GT | Yes | Yes | Yes | Yes (PCI-E only) | No | Yes 1 | | GeForce 7600 GT (80 nm) | Yes | Yes | Yes | Yes | No | Yes 1 | | GeForce 7800 GS | Yes | Yes | Yes | No | No | Yes 1 | | GeForce 7800 GT | Yes | Yes | Yes | Yes | No | Yes 1 | | GeForce 7800 GTX | Yes | Yes | Yes | Yes | No | Yes 1 | | GeForce 7800 GTX 512 | Yes | Yes | Yes | Yes | No | Yes 1 | | GeForce 7900 GS | Yes | Yes | Yes | Yes (PCI-E only) | No | Yes 2 | | GeForce 7900 GT | Yes | Yes | Yes | Yes | No | Yes 2 | | GeForce 7900 GTO | Yes | Yes | Yes | Yes | No | Yes 2 | | GeForce 7900 GTX | Yes | Yes | Yes | Yes | No | Yes 2 | | GeForce 7900 GX2 | Yes | Yes | Yes | Yes | No | Yes 2 | | GeForce 7950 GT | Yes | Yes | Yes | Yes (PCI-E only) | No | Yes 2 | | GeForce 7950 GX2 | Yes | Yes | Yes | Yes | No | Yes 2 | GeForce 8 series -
| Model | Year | Code name | Fab (nm) | Transistors (Million) | Die Size (mm2) | Bus interface | Memory min (MiB) | Config core1 | Reference clock rate | Fillrate | Memory | Graphics library support (version) | GFLOPs (MADD/MUL) | TDP (Watts) | | Core (MHz) | Shader (MHz) | Memory (MHz) | Pixel (MP/s) | Texture (MT/s) | Bandwidth reference (GB/s) | Bus type | Bus width (bit) | DirectX | OpenGL | | GeForce 8300 GS (OEM)[2] | July 2007 | G86 | 80 | ? | ? | PCI Express x16 | 128, 256 | 8:4:2 | 450 | 900 | 800 | 900 | 1800 | 6.4 | DDR2 | 64 | 10 | 2.1 | 22 | 40 | | GeForce 8400 GS [3] | June 2007 | G86 | 80 | 210 | 115 | PCIe x16 | 128, 256 | 16:8:4 | 450 | 900 | 800 | 1800 | 3600 | 6.4 | DDR2 | 64 | 10 | 2.0 | 43 | 40 | | GeForce 8500 GT [3] | April 2007 | G86 | 80 | 210 | 115 | PCIe x16 | 256, 512 | 16:8:4 | 450 | 900 | 800 | 1800 | 3600 | 12.8 | DDR2 | 128 | 10 | 2.0 | 43 | 45 | | GeForce 8600 GS (OEM) | April 2007 | G84 | 80 | 289 | 169 | PCIe x16 | 256, 512 | 32:16:8 | 540 | 1180 | 800 | 4320 | 8640 | 12.8 | DDR2 | 128 | 10 | 2.0 | 113 | 47 | | GeForce 8600 GT [4] | April 2007 | G84 | 80 | 289 | 169 | PCIe x16 | 256, 512 | 32:16:8 | 540 | 1180 | 1400 | 4320 | 8640 | 22.4 | GDDR3 | 128 | 10 | 2.0 | 113 | 47 | | GeForce 8600 GTS [4] | April 2007 | G84 | 80 | 289 | 169 | PCIe x16 | 256, 512 | 32:16:8 | 675 | 1450 | 2000 | 5400 | 10800 | 32.0 | GDDR3 | 128 | 10 | 2.0 | 139 | 75 | | GeForce 8800 GS [5] | Jan 2008 | G92 | 65 | 754 | 324 | PCIe x16 2.0 | 384 | 96:48:12 | 550 | 1375 | 1600 | 6600 | 26400 | 38.4 | GDDR3 | 192 | 10 | 2.0 | 396 | 92 | | GeForce 8800 GTS [5] | Feb 2007 (320) Nov 2006 (640) | G80 | 90 | 681 | 484 | PCIe x16 | 320, 640 | 96:482:20 | 500 | 1200 | 1600 | 10000 | 24000 | 64.0 | GDDR3 | 320 | 10 | 2.0 | 346 | 143 | | GeForce 8800 GT [6] | Oct 2007 (512) Dec 2007 (256, 1024) | G92 | 65 | 754 | 324 | PCIe x16 2.0 | 256, 512, 1024 | 112:56:16 | 600 | 1500 | 1400 (256) 1800 (512, 1024) | 9600 | 33600 | 44.8 (256) 57.6 (512, 1024) | GDDR3 | 256 | 10 | 2.1[7] | 504 | 102 | | GeForce 8800 GTS 512 [5] | Dec 2007 | G92 | 65 | 754 | 324 | PCIe x16 2.0 | 512 | 128:64:16 | 650 | 1625 | 1940 | 10400 | 41600 | 62.7 | GDDR3 | 256 | 10 | 2.1 | 624 | 143 | | GeForce 8800 GTX [5] | Nov 2006 | G80 | 90 | 681 | 484 | PCIe x16 | 768 | 128:642:24 | 575 | 1350 | 1800 | 13800 | 36800 | 86.4 | GDDR3 | 384 | 10 | 2.0 | 518 | 155 | | GeForce 8800 Ultra [5] | May 2007 | G80 | 90 | 681 | 484 | PCIe x16 | 768 | 128:642:24 | 612 | 1500 | 2160 | 14688 | 39168 | 103.7 | GDDR3 | 384 | 10 | 2.0 | 576 | 171 | The GeForce 8 Series is the eighth generation of NVIDIAs GeForce graphics cards. ...
The Unified shader model, known in DirectX 10 as Shader Model 4. ...
Vertex and pixel (or fragment) shaders are shaders that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...
Geometry shader (abbreviation GS) is a shader program, normally excecuted on the Graphics processing unit. ...
Vertex and pixel (or fragment) shaders are computer programs that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...
Texture mapping units are also known as graphical pipelines is a small stage in a video card that preforms a small task quickly. ...
The Render Output Unit, often abbreviated as ROP, and sometimes called (perhaps more properly) Raster Operations Pipeline, is one of the final steps in the rendering process of modern 3D accelerator boards. ...
A year (from Old English gÄr) is the time between two recurrences of an event related to the orbit of the Earth around the Sun. ...
A code name or cryptonym is a word or name used clandestinely to refer to another name or word. ...
A nanometre (American spelling: nanometer) is 1. ...
In computer architecture, a bus is a subsystem that transfers data or power between computer components inside a computer or between computers and typically is controlled by device driver software. ...
This article is about the computer interface. ...
MiB redirects here. ...
The fillrate is the number of pixels a video card can generate in a period of time. ...
This article is about the SI unit of frequency. ...
This article is about the SI unit of frequency. ...
This article is about the SI unit of frequency. ...
This article is about the picture element. ...
...
This article is about the unit of measurement. ...
This article is about the unit of information. ...
Microsoft DirectX is a collection of application programming interfaces for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. ...
OpenGL (Open Graphics Library) is a standard specification defining a cross-language cross-platform API for writing applications that produce 2D and 3D computer graphics. ...
Features - Compute Capability: 1.1 has support for Atomic functions, which are used to write thread-safe programs.
| Model | Features | | Coverage Sample Anti-Aliasing | Angle Independent Anisotropic Filtering | 128Bit OpenEXR HDR | Scalable Link Interface (SLI) | 3-Way Scalable Link Interface (SLI) | PureVideo HD with VP1 | PureVideo 2 with VP2, BSP Engine, and AES128 Engine The GeForce 6 Series (codenamed NV40) is NVIDIAs sixth generation of graphics processors. ...
The GeForce 6 Series (codenamed NV40) is NVIDIAs sixth generation of graphics processors. ...
| Compute Capability 1.1 | | GeForce 8400 GS | Yes | Yes | Yes | No | No | No | Yes | 1.1 | | GeForce 8500 GT | Yes | Yes | Yes | Yes (No SLI Bridge) | No | No | Yes | 1.1 | | GeForce 8600 GT | Yes | Yes | Yes | Yes | No | No | Yes | 1.1 | | GeForce 8600 GTS | Yes | Yes | Yes | Yes | No | No | Yes | 1.1 | | GeForce 8800 GS | Yes | Yes | Yes | Yes | No | No | Yes | | | GeForce 8800 GTS | Yes | Yes | Yes | Yes | No | Yes | No | 1.0 | | GeForce 8800 GTS Rev. 2 | Yes | Yes | Yes | Yes | No | Yes | No | | | GeForce 8800 GT | Yes | Yes | Yes | Yes | No | No | Yes | 1.1 | | GeForce 8800 GTS 512 | Yes | Yes | Yes | Yes | No | No | Yes | | | GeForce 8800 GTX | Yes | Yes | Yes | Yes | Yes | Yes | No | 1.0 | | GeForce 8800 Ultra | Yes | Yes | Yes | Yes | Yes | Yes | No | 1.0 | GeForce 9 series -
| Model | Year | Code name | Fab (nm) | Transistors (Million) | Die Size (mm2) | Bus interface | Memory min (MiB) | Config core1 | Reference clock rate | Fillrate | Memory | Graphics library support (version) | GFLOPs (MADD/MUL) | TDP (Watts) | | Core (MHz) | Shader (MHz) | Memory (MHz) | Pixel (MP/s) | Texture (MT/s) | Bandwidth reference (GB/s) | Bus type | Bus width (bit) | DirectX | OpenGL | | GeForce 9500 GT | 2008 | G96 | 65 | ? | 240 | PCIe x16 2.0 | 256 | 32:16:8 | 650 | 1625 | 900/1800 | 5200 | 10400 | 14.4/28.8 | DDR2/GDDR3 | 128 | 10 | 2.1 | 156 | ? | | GeForce 9600 GSO[8] | May 2008 | G92 | 65 | 754 | 324 | PCIe x16 2.0 | 384 | 96:48:12 | 550 | 1375 | 1600 | 6600 | 26400 | 38.4 | GDDR3 | 192 | 10 | 2.1 | 396 | 84 | | GeForce 9600 GT[9] | Feb 2008 | G94 | 65 | 505 | 240 | PCIe x16 2.0 | 512, 1024 | 64:32:16 | 650 | 1625 | 1800 | 10400 | 20800 | 57.6 | GDDR3 | 256 | 10 [10] | 2.1 | 312 | 95 | | GeForce 9800 GTX | April 2008 | G92 | 65 | 754 | 324 | PCIe x16 2.0 | 512 | 128:64:16 | 675 | 1688 | 2200 | 10800 | 43200 | 70.4 | GDDR3 | 256 | 10 | 2.1 | 648 | 156 | | GeForce 9800 GTX+ | July 2008 | G92b | 55 | 754 | 230 | PCIe x16 2.0 | 512 | 128:64:16 | 738 | 1836 | 2200 | 11808 | 47232 | 70.4 | GDDR3 | 256 | 10 | 2.1 | 705 | ? | | GeForce 9800 GX2 | Mar 2008 | 2x G92 | 65 | 2x 754 | 2x 324 | PCIe x16 2.0 | 2x 512 | 2x 128:64:16 | 600 | 1500 | 2000 | 2x 9600 | 2x 38400 | 2x 64.0 | GDDR3 | 2x 256 | 10 | 2.1 | 2x 576 | 197 | The GeForce 9 Series is the ninth generation of NVIDIAs GeForce series of graphics processing units, some of which were released February 21, 2008. ...
The Unified shader model, known in DirectX 10 as Shader Model 4. ...
Vertex and pixel (or fragment) shaders are shaders that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...
Geometry shader (abbreviation GS) is a shader program, normally excecuted on the Graphics processing unit. ...
Vertex and pixel (or fragment) shaders are computer programs that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...
Texture mapping units are also known as graphical pipelines is a small stage in a video card that preforms a small task quickly. ...
The Render Output Unit, often abbreviated as ROP, and sometimes called (perhaps more properly) Raster Operations Pipeline, is one of the final steps in the rendering process of modern 3D accelerator boards. ...
A year (from Old English gÄr) is the time between two recurrences of an event related to the orbit of the Earth around the Sun. ...
A code name or cryptonym is a word or name used clandestinely to refer to another name or word. ...
A nanometre (American spelling: nanometer) is 1. ...
In computer architecture, a bus is a subsystem that transfers data or power between computer components inside a computer or between computers and typically is controlled by device driver software. ...
This article is about the computer interface. ...
MiB redirects here. ...
The fillrate is the number of pixels a video card can generate in a period of time. ...
This article is about the SI unit of frequency. ...
This article is about the SI unit of frequency. ...
This article is about the SI unit of frequency. ...
This article is about the picture element. ...
...
This article is about the unit of measurement. ...
This article is about the unit of information. ...
Microsoft DirectX is a collection of application programming interfaces for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. ...
OpenGL (Open Graphics Library) is a standard specification defining a cross-language cross-platform API for writing applications that produce 2D and 3D computer graphics. ...
Features | Model | Features | | Coverage Sample Anti-Aliasing | Angle Independent Anisotropic Filtering | 128Bit OpenEXR HDR | Scalable Link Interface (SLI) | 3-Way Scalable Link Interface (SLI) | Quad Scalable Link Interface (SLI) | PureVideo 2 with VP2, BSP Engine, and AES128 Engine The GeForce 6 Series (codenamed NV40) is NVIDIAs sixth generation of graphics processors. ...
| | GeForce 9600 GS0 | Yes | Yes | Yes | Yes | No | No | Yes | | GeForce 9600 GT | Yes | Yes | Yes | Yes | No | No | Yes | | GeForce 9800 GTX | Yes | Yes | Yes | Yes | Yes | No | Yes | | GeForce 9800 GX2 | Yes | Yes | Yes | Yes | No | Yes | Yes | GeForce 200 series -
- 1 Unified Shaders (Vertex shader/Geometry shader/Pixel shader) : Texture mapping unit : Render Output unit
- The GeForce 200 series uses second-generation unified shaders that perform 50 percent better than the shaders found on the GeForce 9 series.[11] Whether this is to be taken in the context of clock for clock improvement (indicating architectural improvements) or that the D10U GPU sports up to 240 Stream Processors versus the previous generations 128 max, has yet to be seen. Some sources[12] hint at it being the latter case. Stating that D10U is more of an extension of the G80 and G92 generations than it is a significant deviation or reinvention.
- The Geforce 200 series features on board NVIDIA PhysX™ Technology.[citation needed]
| Model | Year | Code name | Fab (nm) | Transistors (Million) | Die Size (mm2) | Bus interface | Memory min (MiB) | Config core1 | Reference clock rate | Fillrate | Reference Memory Configuration | Graphics library support (version | GFLOPs (MADD/MUL) | TDP (Watts) | | Core (MHz) | Shader (MHz) | Memory (MT/s) | Pixel (MP/s) | Texture (GT/s) | Bandwidth (GiB/s) | DRAM type | Bus width (bit) | DirectX | OpenGL | | GeForce GTX 260 | June 26, 2008 | D10U-20 | 65 | 1400 | 576 | PCIe x16 2.0 | 896 | 192:64:28 | 576 | 1242 | 1998 | 16128 | 36.9 | 111.9 | GDDR3 | 448 32x14 | 10 | 2.1 | 715 | 182 | | GeForce GTX 280 [13][14] | June 17, 2008 | D10U-30 | 65 | 1400 | 576 | PCIe x16 2.0 | 1024 | 240:80:32 | 602 | 1296 | 2214 | 19264 | 48.2 | 141.7 | GDDR3 | 512 32x16 | 10 | 2.1 | 933 | 236 | The Unified shader model, known in DirectX 10 as Shader Model 4. ...
Vertex and pixel (or fragment) shaders are shaders that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...
Geometry shader (abbreviation GS) is a shader program, normally excecuted on the Graphics processing unit. ...
Vertex and pixel (or fragment) shaders are computer programs that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...
Texture mapping units are also known as graphical pipelines is a small stage in a video card that preforms a small task quickly. ...
The Render Output Unit, often abbreviated as ROP, and sometimes called (perhaps more properly) Raster Operations Pipeline, is one of the final steps in the rendering process of modern 3D accelerator boards. ...
A year (from Old English gÄr) is the time between two recurrences of an event related to the orbit of the Earth around the Sun. ...
A code name or cryptonym is a word or name used clandestinely to refer to another name or word. ...
A nanometre (American spelling: nanometer) is 1. ...
In computer architecture, a bus is a subsystem that transfers data or power between computer components inside a computer or between computers and typically is controlled by device driver software. ...
This article is about the computer interface. ...
MiB redirects here. ...
The fillrate is the number of pixels a video card can generate in a period of time. ...
This article is about the SI unit of frequency. ...
This article is about the SI unit of frequency. ...
Megatransfer is a term used in computer technology, referring to a number of data transfers (or operations). ...
This article is about the picture element. ...
...
This article is about the unit of measurement. ...
This article is about the unit of information. ...
Microsoft DirectX is a collection of application programming interfaces for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. ...
OpenGL (Open Graphics Library) is a standard specification defining a cross-language cross-platform API for writing applications that produce 2D and 3D computer graphics. ...
Comparison Table: Mobile GPUs GeForce Go 7 series The GeForce Go 7 series for notebooks architecture. | Model | Year | Code name | Fab (nm) | Bus interface | Memory max (MiB) | Core clock max (MHz) | Memory clock max (MHz) | Config core1 | Fillrate max (MT/s) | Memory | Graphics library support (version) | Features | | Bandwidth max (GB/s) | Bus type | Bus width (bit) | DirectX | OpenGL | | GeForce Go 73002 | Jan 2006 | G72M | 90 | PCIe x16 | 128, 256, 512 | 350 | 700 | 3:4:4:2 | 1400 | 5.60 | GDDR3 | 64 | 9.0c | 2.0 | Transparency Anti-Aliasing | | GeForce Go 74002 | Jan 2006 | G72M | 90 | PCIe x16 | 128, 256, 384 | 450 | 700 | 3:4:4:2 | 1800 | 7.20 | GDDR3 | 64 | 9.0c | 2.0 | Transparency Anti-Aliasing | | GeForce Go 7600 | Mar 2006 | G73M | 90 | PCIe x16 | 256, 512 | 450 | 800 | 5:8:8:8 | 3600 | 12.8 | GDDR3 | 128 | 9.0c | 2.0 | Scalable Link Interface (SLI), Transparency Anti-Aliasing | | GeForce Go 7600 GS | 2006 | G73M | 90 | PCIe x16 | 256 | 400 | 800 | | | 12.8 | GDDR3 | 128 | 9.0c | 2.0 | Scalable Link Interface (SLI), Transparency Anti-Aliasing | | GeForce Go 7600 GT | 2006 | G73M | 90 | PCIe x16 | 256 | 500 | 1200 | 5:12:12:8 | 6000 | 19.2 | GDDR3 | 128 | 9.0c | 2.0 | Scalable Link Interface (SLI), Transparency Anti-Aliasing | | GeForce Go 7700 | 2006 | | 80 | PCIe x16 | 512 | 450 | 1000 | 5:12:12:8 | 5400 | 16.0 | GDDR3 | 128 | 9.0c | 2.0 | Scalable Link Interface (SLI), Transparency Anti-Aliasing | | GeForce Go 7800 | | G70M | 110 | PCIe x16 | 256 | 400 | 1100 | 6:16:16:8 | 6400 | 35.2 | GDDR3 | 256 | 9.0c | 2.0 | Scalable Link Interface (SLI), Transparency Anti-Aliasing | | GeForce Go 7800 GTX | Oct 2005 | G70M | 110 | PCIe x16 | 256 | 440 | 1100 | 8:24:24:16 | 9600 | 35.2 | GDDR3 | 256 | 9.0c | 2.0 | Scalable Link Interface (SLI), Transparency Anti-Aliasing | | GeForce Go 7900 GS | Apr 2006 | G71M | 90 | PCIe x16 | 256 | 375 | 1000 | 7:20:20:16 | 7500 | 32.0 | GDDR3 | 256 | 9.0c | 2.0 | Scalable Link Interface (SLI), Transparency Anti-Aliasing | | GeForce Go 7900 GTX | Apr 2006 | G71M | 90 | PCIe x16 | 256/512 | 500 | 1200 | 8:24:24:16 | 12000 | 38.4 | GDDR3 | 256 | 9.0c | 2.0 | Scalable Link Interface (SLI), Transparency Anti-Aliasing | | GeForce Go 7950 GTX | Oct 2006 | G71M | 90 | PCIe x16 | 512 | 575 | 1400 | 8:24:24:16 | 13800 | 44.8 | GDDR3 | 256 | 9.0c | 2.0 | Scalable Link Interface (SLI), Transparency Anti-Aliasing | Vertex and pixel (or fragment) shaders are shaders that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...
Vertex and pixel (or fragment) shaders are computer programs that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...
Texture mapping units are also known as graphical pipelines is a small stage in a video card that preforms a small task quickly. ...
The Render Output Unit, often abbreviated as ROP, and sometimes called (perhaps more properly) Raster Operations Pipeline, is one of the final steps in the rendering process of modern 3D accelerator boards. ...
NVIDIAs TurboCache technology is a method of allowing more framebuffer memory on select graphics cards by using both video memory and system memory by taking advantage of the high bandwidth provided by the PCI-Express bus. ...
A year (from Old English gÄr) is the time between two recurrences of an event related to the orbit of the Earth around the Sun. ...
A code name or cryptonym is a word or name used clandestinely to refer to another name or word. ...
A nanometre (American spelling: nanometer) is 1. ...
In computer architecture, a bus is a subsystem that transfers data or power between computer components inside a computer or between computers and typically is controlled by device driver software. ...
This article is about the computer interface. ...
MiB redirects here. ...
This article is about the SI unit of frequency. ...
This article is about the SI unit of frequency. ...
The fillrate is the number of pixels a video card can generate in a period of time. ...
...
This article is about the unit of measurement. ...
This article is about the unit of information. ...
Microsoft DirectX is a collection of application programming interfaces for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. ...
OpenGL (Open Graphics Library) is a standard specification defining a cross-language cross-platform API for writing applications that produce 2D and 3D computer graphics. ...
GeForce 8M series The GeForce 8M series for notebooks architecture. | Model | Year | Code name | Fab (nm) | Bus interface | Memory max (MiB) | Clock speed | Config core1 | Fillrate max (MT/s) | Memory | Graphics library support (version) | Features | | Core (MHz) | Shader (MHz) | Memory (MHz) | Bandwidth max (GB/s) | Bus type | Bus width (bit) | DirectX | OpenGL | | GeForce 8400M G | May 2007 | NB8M | 80 | PCIe x16 | 128 / 256 | 400 | 800 | 1200 | 8:?:? | 3200 | 9.6 | | 64 | 10 | 2.0 | PureVideo NO h.264, HD with VP2, BSP Engine, and AES128 Engine | | GeForce 8400M GS | May 2007 | NB8M | 80 | PCIe x16 | 128 / 256 | 400 | 800 | 1200 | 16:?:? | 3200 | 9.6 | | 64 | 10 | 2.0 | PureVideo HD with VP2, BSP Engine, and AES128 Engine | | GeForce 8400M GT | May 2007 | NB8M | 80 | PCIe x16 | 256 / 512 | 450 | 900 | 1200 | 16:?:? | 3600 | 19.2 | | 128 | 10 | 2.0 | PureVideo HD with VP2, BSP Engine, and AES128 Engine | | GeForce 8500M GT | May 2007 | NB8M | 80 | PCIe x16 | 256 / 512 | 450 | 900 | 1200 | 16:?:? | 3600 | 12.8 | | 128 | 10 | 2.0 | PureVideo HD with VP2, BSP Engine, and AES128 Engine | | GeForce 8600M GS | May 2007 | NB8P | 80 | PCIe x16 | 256 / 512 | 600 | 1200 | 1400 | 16:?:? | 4800 | 22.4 | DDR2 / GDDR3 | 128 | 10 | 2.0 | PureVideo HD with VP2, BSP Engine, and AES128 Engine | | GeForce 8600M GT | May 2007 | NB8P | 80 | PCIe x16 | 256 / 512 | 475 | 950 | 800 / 1400 | 32:16:8 | 7600 | 12.8 / 22.4 | DDR2 / GDDR3 | 128 | 10 | 2.0 | PureVideo HD with VP2, BSP Engine, and AES128 Engine | | GeForce 8700M GT | June 2007 | ? | 80 | PCIe x16 | 256 / 512 | 625 | 1250 | 1600 | 32:16:8 | 10000 | 25.6 | GDDR3 | 128 | 10 | 2.0 | Scalable Link Interface, PureVideo HD with VP2, BSP Engine, and AES128 Engine | | GeForce 8800M GTS | November 2007 | NB8P | 65 | PCIe 2.0 x16 | 512 | 500 | 1250 | 1600 | 64:28:16 | 16000 | 51.2 | GDDR3 | 256 | 10 | 2.0 | Scalable Link Interface, PureVideo HD with VP2, BSP Engine, and AES128 Engine | | GeForce 8800M GTX | November 2007 | NB8P | 65 | PCIe 2.0 x16 | 512 | 500 | 1250 | 1600 | 96:28:16 | 24000 | 51.2 | GDDR3 | 256 | 10 | 2.0 | Scalable Link Interface, PureVideo HD with VP2, BSP Engine, and AES128 Engine | The Unified shader model, known in DirectX 10 as Shader Model 4. ...
Vertex and pixel (or fragment) shaders are shaders that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...
Geometry shader (abbreviation GS) is a shader program, normally excecuted on the Graphics processing unit. ...
Vertex and pixel (or fragment) shaders are computer programs that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...
Texture mapping units are also known as graphical pipelines is a small stage in a video card that preforms a small task quickly. ...
The Render Output Unit, often abbreviated as ROP, and sometimes called (perhaps more properly) Raster Operations Pipeline, is one of the final steps in the rendering process of modern 3D accelerator boards. ...
A year (from Old English gÄr) is the time between two recurrences of an event related to the orbit of the Earth around the Sun. ...
A code name or cryptonym is a word or name used clandestinely to refer to another name or word. ...
A nanometre (American spelling: nanometer) is 1. ...
In computer architecture, a bus is a subsystem that transfers data or power between computer components inside a computer or between computers and typically is controlled by device driver software. ...
This article is about the computer interface. ...
MiB redirects here. ...
The fillrate is the number of pixels a video card can generate in a period of time. ...
...
This article is about the SI unit of frequency. ...
This article is about the SI unit of frequency. ...
This article is about the SI unit of frequency. ...
This article is about the unit of measurement. ...
This article is about the unit of information. ...
Microsoft DirectX is a collection of application programming interfaces for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. ...
OpenGL (Open Graphics Library) is a standard specification defining a cross-language cross-platform API for writing applications that produce 2D and 3D computer graphics. ...
The GeForce 6 Series (codenamed NV40) is NVIDIAs sixth generation of graphics processors. ...
The GeForce 6 Series (codenamed NV40) is NVIDIAs sixth generation of graphics processors. ...
The GeForce 6 Series (codenamed NV40) is NVIDIAs sixth generation of graphics processors. ...
The GeForce 6 Series (codenamed NV40) is NVIDIAs sixth generation of graphics processors. ...
The GeForce 6 Series (codenamed NV40) is NVIDIAs sixth generation of graphics processors. ...
The GeForce 6 Series (codenamed NV40) is NVIDIAs sixth generation of graphics processors. ...
SLI may stand for: Safe Load Indicator in cranes SAP Labs India, the Indian subsidiary of SAP AG Scalable Link Interface, NVIDIAs method for connecting 2 or more video cards together to produce a single output. ...
The GeForce 6 Series (codenamed NV40) is NVIDIAs sixth generation of graphics processors. ...
SLI may stand for: Safe Load Indicator in cranes SAP Labs India, the Indian subsidiary of SAP AG Scalable Link Interface, NVIDIAs method for connecting 2 or more video cards together to produce a single output. ...
The GeForce 6 Series (codenamed NV40) is NVIDIAs sixth generation of graphics processors. ...
SLI may stand for: Safe Load Indicator in cranes SAP Labs India, the Indian subsidiary of SAP AG Scalable Link Interface, NVIDIAs method for connecting 2 or more video cards together to produce a single output. ...
The GeForce 6 Series (codenamed NV40) is NVIDIAs sixth generation of graphics processors. ...
GeForce 9M series The GeForce 9M series for notebooks architecture. | Model | Year | Code name | Fab (nm) | Bus interface | Memory max (MiB) | Clock speed | Config core1 | Fillrate max (GT/s) | Memory | Graphics library support (version) | Features | | Core (MHz) | Shader (MHz) | Memory (MHz) | Bandwidth max (GB/s) | Bus type | Bus width (bit) | DirectX | OpenGL | | GeForce 9300M G | 2008 | | 80 | | 256 | 400 | 800 | 1200 | 16:?:? | 3.2 | 9.6 | | 64 | 10 | 2.1 | Exact same card as 8400M GS | | GeForce 9500M GS | 2008 | | 80 | | 512 | 475 | 950 | 1400 | 32:?:? | 7.6 | 22.4 | | 128 | 10 | 2.1 | Exact same card as 8600M GT | | GeForce 9600M GS | 2008 | | 65 | | 512 | 500 | 950 | 1600 | 32:?:? | | | | 128 | 10 | 2.1 | | | GeForce 9600M GT | 2008 | | 65 | | 512 | 600 | 1200 | 1600 | 32:?:? | | | | 128 | 10 | 2.1 | | | GeForce 9650M GS | 2008 | | 80 | | 512 | 625 | 1250 | 1600 | 32:?:? | ? | ? | | 128 | 10 | 2.1 | Exact same card as 8700M GT | The Unified shader model, known in DirectX 10 as Shader Model 4. ...
Vertex and pixel (or fragment) shaders are shaders that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...
Geometry shader (abbreviation GS) is a shader program, normally excecuted on the Graphics processing unit. ...
Vertex and pixel (or fragment) shaders are computer programs that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...
Texture mapping units are also known as graphical pipelines is a small stage in a video card that preforms a small task quickly. ...
The Render Output Unit, often abbreviated as ROP, and sometimes called (perhaps more properly) Raster Operations Pipeline, is one of the final steps in the rendering process of modern 3D accelerator boards. ...
A year (from Old English gÄr) is the time between two recurrences of an event related to the orbit of the Earth around the Sun. ...
A code name or cryptonym is a word or name used clandestinely to refer to another name or word. ...
A nanometre (American spelling: nanometer) is 1. ...
In computer architecture, a bus is a subsystem that transfers data or power between computer components inside a computer or between computers and typically is controlled by device driver software. ...
This article is about the computer interface. ...
MiB redirects here. ...
The fillrate is the number of pixels a video card can generate in a period of time. ...
...
This article is about the SI unit of frequency. ...
This article is about the SI unit of frequency. ...
This article is about the SI unit of frequency. ...
This article is about the unit of measurement. ...
This article is about the unit of information. ...
Microsoft DirectX is a collection of application programming interfaces for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. ...
OpenGL (Open Graphics Library) is a standard specification defining a cross-language cross-platform API for writing applications that produce 2D and 3D computer graphics. ...
Comparison Table: Workstation GPUs Quadro -
Main article: NVIDIA Quadro | Model | Code name | Fab (nm) | Bus interface | Memory max (MiB) | Core clock max (MHz) | Memory clock max (MHz) | Config core1 | Fillrate max (MT/s) | Memory | Graphics library support (version) | Features | | Bandwidth max (GB/s) | Bus type | Bus width (bit) | DirectX | OpenGL | | Quadro | NV10GL | 220 | AGP 4x | 64 | 135 | 166 | 0.5:4:4:4 | 480 | 2.66 | SDR | 128 | 7 | 1.2 | | | Quadro2 MXR | NV11GL | 180 | AGP 4x | 64 | 175 | 183 | 0.5:2:4:4 | 800 | 2.93 | SDR | 128 | 9.0 | 1.2 | | | Quadro2 EX | NV11GL | 180 | AGP 4x | 64 | 175 | 166 | 0.5:2:4:4 | 700 | 2.7 | SDR | 128 | 9.0 | 1.2 | | | Quadro2 PRO | NV15GL | 150 | AGP 4x | 64 | 250 | 400 | 0.5:4:8:8 | 2000 | 6.4 | DDR | 128 | 9.0 | 1.2 | | | Quadro DCC | NV20GL | 180 | AGP 4x | 128 | 200 | 460 | 1:4:8:8 | 1600 | 7.4 | DDR | 128 | 8.0 | 1.4 | | | Quadro4 380XGL | NV18GL | 150 | AGP 8x | 128 | 275 | 513 | 0.5:2:4:4 | 1100 | 8.2 | DDR | 128 | 8 | 1.4 | | | Quadro4 500XGL | NV17GL | 150 | AGP 4x | 128 | 250 | 166 | 0.5:2:4:4 | 1000 | 2.7 | SDR | 128 | 8 | 1.4 | | | Quadro4 550XGL | NV17GL | 150 | AGP 4x | 64 | 270 | 400 | 0.5:2:4:4 | 1000 | 6.4 | DDR | 128 | 8 | 1.4 | | | Quadro4 580XGL | NV18GL | 150 | AGP 8x | 64 | | | | | | DDR | 128 | 8 | 1.4 | | | Quadro4 700XGL | NV25 | 150 | AGP 4x | 64 | 275 | 550 | 2:4:8:8 | 2200 | 8.8 | DDR | 128 | 8 | 1.4 | | | Quadro4 750XGL | NV25 | 150 | AGP 4x | 128 | 275 | 550 | 2:4:8:8 | 2200 | 8.8 | DDR | 128 | 8 | 1.4 | Stereo Display | | Quadro4 900XGL | NV25 | 150 | AGP 4x | 128 | 300 | 650 | 2:4:8:8 | 2400 | 10.4 | DDR | 128 | 8 | 1.4 | Stereo Display | | Quadro4 980XGL | NV28GL | 150 | AGP 8x | 128 | 300 | 650 | 2:4:8:8 | 2400 | 10.4 | DDR | 128 | 8 | 1.4 | Stereo Display | | Quadro 600 | NV34GL | 150 | PCI | 256 | 350 | 800 | 1:2:2:2 *:4:4:4 | 1000 | 7.8 | DDR | 128 | 9.0 | 2.0 | Stereo Display | | Quadro FX 500 | NV34GL | 150 | AGP 8x | 128 | 270 | 480 | 1:2:2:2 *:4:4:4 | 1080 | 7.687 | DDR | 128 | 9.0 | 2.0 | Stereo Display | | Quadro FX 500 | NV35GL | 150 | AGP 8x | 128 | 275 | 275 | 1:2:2:2 *:4:4:4 | 1100 | 4.4 | DDR | 128 | 9.0 | 2.0 | | | Quadro FX 1000 | NV30GL | 130 | AGP 8x | 128 | 300 | 300 | 2:4:8:8 | 2400 | 9.6 | DDR2 | 128 | 9.0 | 2.0 | Stereo Display | | FX 1100 | NV36GL | 130 | AGP 8x | 128 | 425 | 325 | 3:2:2:2 *:4:4:4 | 1700 | 5.2 | DDR2 | 128 | 9.0 | 2.0 | | | Quadro FX 2000 | NV30GL | 130 | AGP 8x | 128 | 400 | 800 | 2:4:8:8 | 3200 | 12.8 | DDR | 128 | 9.0 | 2.0 | Stereo display | | Quadro FX 3000 | NV35GL | 130 | AGP 8x | 256 | 400 | 850 | 3:4:8:8 | 3200 | 27.2 | DDR | 256 | 9.0 | 2.0 | Stereo display | | Quadro FX 3000G | NV35GL | 130 | AGP 8x | 256 | 400 | 850 | 3:4:8:8 | 3200 | 27.2 | DDR | 256 | 9.0 | 2.0 | Stereo display, Genlock | | Quadro FX 4000 | NV40GL | 130 | AGP 8x | 256 | 375 | 500 | 5:12:12:8 | 4500 | 32.0 | GDDR3 | 256 | 9.0c | 2.0 | Stereo Display | | Quadro FX 4000 SDI | NV40GL | 130 | AGP 8x | 256 | 375 | 500 | 5:12:12:8 | 4500 | 32.0 | GDDR3 | 256 | 9.0c | 2.0 | Stereo Display, Genlock | | Quadro FX 350 | G72GL | 90 | PCIe x16 | 128 | 550 | 810 | 3:4:4:2 | 1100 | 6.48 | DDR2 | 128 | 9.0c | 2.0 | | | Quadro FX 550 | G73GL | 90 | PCIe x16 | 128 | 360 | 800 | 4:8:8:8 | 2880 | 12.8 | GDDR3 | 128 | 9.0c | 2.0 | | | Quadro FX 560 | G73GL | 90 | PCIe x16 | 128 | 350 | 1200 | 5:12:12:8 | 4200 | 19.2 | GDDR3 | 128 | 9.0c | 2.0 | | | Quadro FX 570 | G84GL | ? | PCIe x16 | 256 | 460 | 800 | ? | ? | 12.8 | DDR2 | 128 | 10 | 2.1 | | | Quadro FX 1400 | NV41 | 130 | PCIe x16 | 128 | 350 | 600 | 5:12:12:8 | 4200 | 19.2 | DDR | 256 | 9.0c | 2.0 | Stereo Display, SLI | | Quadro FX 1500 | G71 | 90 | PCIe x16 | 256 | 375 | 800 | 7:20:20:16 | 7500? | 40.0 | GDDR3 | 256 | 9.0c | 2.0 | | | Quadro FX 1700 | G84GL | ? | PCIe x16 | 512 | 460 | 800 | ? | ? | 12.8 | DDR2 | 128 | 10 | 2.1 | | | Quadro FX 3450 | NV41 | 130 | PCIe x16 | 256 | 425 | 1000 | 5:12:12:8 | 5100 | 32.0 | GDDR3 | 256 | 9.0c | 2.0 | Stereo display, SLI | | Quadro FX 3500 | G71GL | 90 | PCIe x16 | 256 | 470 | 1320 | 7:20:20:16 | 3290 | 42.2 | GDDR3 | 256 | 9.0c | 2.0 | Stereo display, SLI | | Quadro FX 37002 | G92 | 65 | PCIe x16 2.0 | 512 | 600 | 1800 | 112:56:16 | 33600 | 51.2 | GDDR3 | 256 | 10 | 2.1 | Stereo display, SLI | | Quadro FX 4500 | G70 | 110 | PCIe x16 | 512 | 470 | 1050 | 8:24:24:16 | 11280 | 33.6 | GDDR3 | 256 | 9.0C | 2.0 | Stereo display, SLI, Genlock | | Quadro FX 4500X2 | G70 | 110 | PCIe x16 | 1024 | 470 | 1050 | 16:48:48:32 | 11280 | 33.6 | GDDR3 | 256 | 9.0C | 2.0 | Stereo display, Genlock | | Quadro FX 4500 SDI | G70 | 110 | PCIe x16 | 512 | 470 | 1050 | 8:24:24:16 | 11280 | 33.6 | GDDR3 | 256 | 9.0C | 2.0 | Stereo display, Genlock | | Quadro FX 46002 | G80 | 90 | PCIe x16 | 768 | 500 | 1400 | 128:32:24 | 32000 | 67.2 | GDDR3 | 384 | 10 | 2.0 | Stereo display, SLI, Genlock | | Quadro FX 5500 | G71 | 90 | PCIe x16 | 1024 | 700 | 1050 | 8:24:24:16 | 16800 | 33.6 | DDR2 | 256 | 9.0c | 2.0 | Stereo display, SLI, Genlock | | Quadro FX 5500 SDI | G71 | 90 | PCIe x16 | 1024 | 700 | 1050 | 8:24:24:16 | 16800 | 33.6 | DDR2 | 256 | 9.0c | 2.0 | Stereo display, SLI, Genlock | | Quadro FX 56002 | G80 | 90 | PCIe x16 | 1536 | 600 | 1600 | 128:32:24 | 38400 | 76.8 | GDDR3 | 384 | 10 | 2.0 | Stereo display, SLI, Genlock | | Model | Code name | Fab (nm) | Bus interface | Memory max (MiB) | Core clock max (MHz) | Memory clock max (MHz) | Config core12 | Fillrate max (MT/s) | Bandwidth max (GB/s) | Bus type | Bus width (bit) | DirectX | OpenGL | Features | | Memory | Graphics library support (version) | For a definition of the word quadro, see the Wiktionary entry quadro. ...
Vertex and pixel (or fragment) shaders are shaders that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...
Vertex and pixel (or fragment) shaders are computer programs that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...
Texture mapping units are also known as graphical pipelines is a small stage in a video card that preforms a small task quickly. ...
The Render Output Unit, often abbreviated as ROP, and sometimes called (perhaps more properly) Raster Operations Pipeline, is one of the final steps in the rendering process of modern 3D accelerator boards. ...
The Unified shader model, known in DirectX 10 as Shader Model 4. ...
Vertex and pixel (or fragment) shaders are shaders that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...
Geometry shader (abbreviation GS) is a shader program, normally excecuted on the Graphics processing unit. ...
Vertex and pixel (or fragment) shaders are computer programs that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...
Texture mapping units are also known as graphical pipelines is a small stage in a video card that preforms a small task quickly. ...
The Render Output Unit, often abbreviated as ROP, and sometimes called (perhaps more properly) Raster Operations Pipeline, is one of the final steps in the rendering process of modern 3D accelerator boards. ...
A code name or cryptonym is a word or name used clandestinely to refer to another name or word. ...
A nanometre (American spelling: nanometer) is 1. ...
In computer architecture, a bus is a subsystem that transfers data or power between computer components inside a computer or between computers and typically is controlled by device driver software. ...
This article is about the computer interface. ...
MiB redirects here. ...
This article is about the SI unit of frequency. ...
This article is about the SI unit of frequency. ...
The fillrate is the number of pixels a video card can generate in a period of time. ...
...
This article is about the unit of measurement. ...
This article is about the unit of information. ...
Microsoft DirectX is a collection of application programming interfaces for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. ...
OpenGL (Open Graphics Library) is a standard specification defining a cross-language cross-platform API for writing applications that produce 2D and 3D computer graphics. ...
Genlock (for Generator Lock) is a common technique where the video output of one source, or a specific reference signal, is used to synchronize other television picture sources together. ...
SLI may stand for: Safe Load Indicator in cranes SAP Labs India, the Indian subsidiary of SAP AG Scalable Link Interface, NVIDIAs method for connecting 2 or more video cards together to produce a single output. ...
SLI may stand for: Safe Load Indicator in cranes SAP Labs India, the Indian subsidiary of SAP AG Scalable Link Interface, NVIDIAs method for connecting 2 or more video cards together to produce a single output. ...
SLI may stand for: Safe Load Indicator in cranes SAP Labs India, the Indian subsidiary of SAP AG Scalable Link Interface, NVIDIAs method for connecting 2 or more video cards together to produce a single output. ...
SLI may stand for: Safe Load Indicator in cranes SAP Labs India, the Indian subsidiary of SAP AG Scalable Link Interface, NVIDIAs method for connecting 2 or more video cards together to produce a single output. ...
SLI may stand for: Safe Load Indicator in cranes SAP Labs India, the Indian subsidiary of SAP AG Scalable Link Interface, NVIDIAs method for connecting 2 or more video cards together to produce a single output. ...
SLI may stand for: Safe Load Indicator in cranes SAP Labs India, the Indian subsidiary of SAP AG Scalable Link Interface, NVIDIAs method for connecting 2 or more video cards together to produce a single output. ...
SLI may stand for: Safe Load Indicator in cranes SAP Labs India, the Indian subsidiary of SAP AG Scalable Link Interface, NVIDIAs method for connecting 2 or more video cards together to produce a single output. ...
SLI may stand for: Safe Load Indicator in cranes SAP Labs India, the Indian subsidiary of SAP AG Scalable Link Interface, NVIDIAs method for connecting 2 or more video cards together to produce a single output. ...
SLI may stand for: Safe Load Indicator in cranes SAP Labs India, the Indian subsidiary of SAP AG Scalable Link Interface, NVIDIAs method for connecting 2 or more video cards together to produce a single output. ...
A code name or cryptonym is a word or name used clandestinely to refer to another name or word. ...
A nanometre (American spelling: nanometer) is 1. ...
In computer architecture, a bus is a subsystem that transfers data or power between computer components inside a computer or between computers and typically is controlled by device driver software. ...
This article is about the computer interface. ...
MiB redirects here. ...
This article is about the SI unit of frequency. ...
This article is about the SI unit of frequency. ...
The fillrate is the number of pixels a video card can generate in a period of time. ...
...
This article is about the unit of measurement. ...
This article is about the unit of information. ...
Microsoft DirectX is a collection of application programming interfaces for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. ...
OpenGL (Open Graphics Library) is a standard specification defining a cross-language cross-platform API for writing applications that produce 2D and 3D computer graphics. ...
Tesla -
Main article: NVIDIA Tesla - 1 Specifications not specified by NVIDIA assumed to be based on the GeForce 8800GTX
- 2 Specifications not specified by NVIDIA assumed to be based on the GeForce GTX 280
- For the basic specifications of Tesla, refer to the GPU Computing Processor specifications.
- Due to Tesla's non-output nature, Fillrate and Graphics API compatibility are not applicable.
| Configuration | Model♦♦ | # of GPUs | Core clock in MHz (each) | Shaders | Memory | Processing Power (GigaFLOPS, total) | Form factor and features | | Thread Processors (total) | Clock in MHz (each) | Bandwidth max (GB/s) | Bus type | Bus width (bit) | Total size (MiB) | Clock (MHz) | GPU Computing Processor1 | C870 | 1 | 600 | 128 | 1350 | 77 | GDDR3 | 384 | 1536 | 1600 | 519 | Full-height video card | | Deskside Supercomputer1 | D870 | 2 | 600 | 256 | 1350 | 154 | GDDR3 | 384 | 3072 | 1600 | 1037 | Deskside system or Rack unit | GPU Computing Server1 | S870 | 4 | 600 | 512 | 1350 | 307 | GDDR3 | 384 | 6144 | 1600 | 2074 | 1U Rack | C1060 Computing Processor2 | C1060 | 1 | 602 | 240 | 1300 | 102 | GDDR3 | 512 | 4096 | 1600 | 936 | Full-height video card IEEE 754r capabilities | S1070 1U GPU Computing Server2 | S1070 | 4 | 602 | 960 | 1500 | 410 | GDDR3 | 512 | 16384 | 1600 | 3744 | 1U Rack IEEE 754r capabilities | The Tesla GPU is NVIDIAs third brand of GPUs. ...
The GeForce 8 Series is the eighth generation of NVIDIAs GeForce graphics cards. ...
This article is about the unit of measurement. ...
This article is about the unit of information. ...
A mebibyte (a contraction of mega binary byte) is a unit of information or computer storage, abbreviated MiB. 1 MiB = 220 bytes = 1,048,576 bytes = 1,024 kibibytes 1 MiB = 1024 (= 210) kibibytes (KiB), and 1024 MiB equal one gibibyte (GiB). ...
A video card, also referred to as a graphics accelerator card, display adapter, graphics card, and numerous other terms, is an item of personal computer hardware whose function is to generate and output images to a display. ...
The NVIDIA Quadro Plex is an external graphics processing unit designed for large-scale 3D visualizations. ...
It has been suggested that this article or section be merged into 19-inch rack. ...
Rack-mounted redirects here. ...
A video card, also referred to as a graphics accelerator card, display adapter, graphics card, and numerous other terms, is an item of personal computer hardware whose function is to generate and output images to a display. ...
IEEE 754r is an ongoing revision to the IEEE 754 floating point standard. ...
Rack-mounted redirects here. ...
IEEE 754r is an ongoing revision to the IEEE 754 floating point standard. ...
Comparison Table: Miscellaneous Vertex and pixel (or fragment) shaders are shaders that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...
Vertex and pixel (or fragment) shaders are computer programs that run on a graphics card, executed once for every vertex or pixel in a specified 3D mesh. ...
Texture mapping units are also known as graphical pipelines is a small stage in a video card that preforms a small task quickly. ...
The Render Output Unit, often abbreviated as ROP, and sometimes called (perhaps more properly) Raster Operations Pipeline, is one of the final steps in the rendering process of modern 3D accelerator boards. ...
A year (from Old English gÄr) is the time between two recurrences of an event related to the orbit of the Earth around the Sun. ...
A code name or cryptonym is a word or name used clandestinely to refer to another name or word. ...
A nanometre (American spelling: nanometer) is 1. ...
In computer architecture, a bus is a subsystem that transfers data or power between computer components inside a computer or between computers and typically is controlled by device driver software. ...
This article is about the computer interface. ...
MiB redirects here. ...
This article is about the SI unit of frequency. ...
This article is about the SI unit of frequency. ...
The fillrate is the number of pixels a video card can generate in a period of time. ...
This article is about the picture element. ...
In geometry, a vertex (plural vertices) is a special kind of point, usually a corner of a polygon, polyhedron, or higher dimensional polytope. ...
...
This article is about the unit of measurement. ...
This article is about the unit of information. ...
Microsoft DirectX is a collection of application programming interfaces for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. ...
OpenGL (Open Graphics Library) is a standard specification defining a cross-language cross-platform API for writing applications that produce 2D and 3D computer graphics. ...
For the Xboxs successor, see Xbox 360. ...
November 2001 : January - February - March - April - May - June - July - August - September - October - November - December November - The Doha Declaration slightly relaxes the grip of international intellectual property. ...
The RSX Reality Synthesizer graphics processing unit is a graphics chip design co-developed by NVIDIA and Sony for the PlayStation 3 computer console. ...
The PlayStation 3 , trademarked PLAYSTATION®3,[3] commonly abbreviated PS3) is the third home video game console produced by Sony Computer Entertainment; successor to the PlayStation 2. ...
67 die and about 300,000 people are affected by floods in Ethiopias Somali Region of Ogaden after the Shabelle River bursts its banks. ...
OpenGL ES (OpenGL for Embedded Systems) is a subset of the OpenGL 3D graphics API designed for embedded devices such as mobile phones, PDAs, and video game consoles. ...
References - ^ Astle, Dave (2003-04-01). "Moving Beyond OpenGL 1.1 for Windows", gamedev.net. Retrieved on 2007-11-15.
- ^ [1], Theinquirer.net, accessed April 12, 2007.
- ^ a b Nvidia Corporation (2008). "GeForce 8400".
- ^ a b Nvidia Corporation (2008). "GeForce 8600".
- ^ a b c d e Nvidia Corporation (2008). "GeForce 8800".
- ^ Nvidia Corporation (2008). "NVIDIA GeForce 8800 GT".
- ^ OpenGL Extensions Viewer 3.0 (2008). "8800 GT OpenGL 2.1 support".
- ^ NVIDIA GeForce 9600 GSO
- ^ Nvidia Corporation (2008). "Nvidia GeForce 9600 GT".
- ^ PConline review, accessed January 14, 2008.
- ^ Kubicki, Kristopher (2008-05-20). "Next-gen NVIDIA GeForce Specifications Unveiled", dailytech.com. Retrieved on 2008-06-04.
- ^ Abazovic, Fuad (2008-05-30). "Geforce GTX 280's 240 Shaders are brute force", Fudzilla.com, Fudzilla. Retrieved on 2008-06-04.
- ^ XtremeSystems Forums - View Single Post - Next Nvidia card is D10U-30 comes before GT200
- ^ GeForce 9900 GTX (GT200) specs leaked - VR-Zone IT & Lifestyle Forum!
Year 2003 (MMIII) was a common year starting on Wednesday of the Gregorian calendar. ...
is the 91st day of the year (92nd in leap years) in the Gregorian calendar. ...
Year 2007 (MMVII) was a common year starting on Monday of the Gregorian calendar in the 21st century. ...
is the 319th day of the year (320th in leap years) in the Gregorian calendar. ...
2008 (MMVIII) is the current year, a leap year that started on Tuesday of the Common Era (or Anno Domini), in accordance with the Gregorian calendar. ...
is the 140th day of the year (141st in leap years) in the Gregorian calendar. ...
2008 (MMVIII) is the current year, a leap year that started on Tuesday of the Common Era (or Anno Domini), in accordance with the Gregorian calendar. ...
is the 155th day of the year (156th in leap years) in the Gregorian calendar. ...
2008 (MMVIII) is the current year, a leap year that started on Tuesday of the Common Era (or Anno Domini), in accordance with the Gregorian calendar. ...
is the 150th day of the year (151st in leap years) in the Gregorian calendar. ...
2008 (MMVIII) is the current year, a leap year that started on Tuesday of the Common Era (or Anno Domini), in accordance with the Gregorian calendar. ...
is the 155th day of the year (156th in leap years) in the Gregorian calendar. ...
See also This list is incomplete; you can help by expanding it. ...
This page contains general information about ATIs GPUs and video cards based on official ATI specifications in table form. ...
Note 1: There are several Pentium 4 Extreme Editions. ...
A graphics/video/display card/board/adapter is a computer component designed to convert the logical representation of visual information into a signal that can be used as input for a display medium. ...
GPU redirects here. ...
What is Quadro? Quadro is a new robust mid-level programming language created by three computer scientists; Dr Darren Davies, MA Jamie Cameron, MA Simon Garner. ...
For other uses, see SLI. NVIDIA SLI Logo Scalable Link Interface (SLI) is a brand name for a multi-GPU solution developed by NVIDIA for linking two (or more) video cards together to produce a single output. ...
NVIDIAs TurboCache technology is a method of allowing more framebuffer memory on select graphics cards by using both video memory and system memory by taking advantage of the high bandwidth provided by the PCI-Express bus. ...
This article does not cite any references or sources. ...
External links The American multinational Nvidia Corporation (NASDAQ: NVDA) (pronounced ) specializes in the manufacture of graphics-processor technologies for workstations, desktop computers, and handheld devices. ...
GPU redirects here. ...
The NV1, also known as the SGS Thompson STG-2000, was a multimedia PCI card released in 1995 and sold to retail as the Diamond Edge 3D. It featured a complete 2D/3D graphics core based upon quadratic texture mapping, VRAM or FPM DRAM memory, an integrated 32-channel 350...
NV2 was to be NVIDIAs second graphics processor designed for consumer PC 3D accelerator add-in boards. ...
Released in late 1997 by NVIDIA, the RIVA 128, or NV3, was one of the first generation of integrated consumer 3D chips. ...
The RIVA TNT (For TwiN Texel) was a 3D graphics chipset manufactured by NVIDIA. It was released in late 1998 and cemented NVIDIAs reputation as the chief rival of then industry leader 3dfx. ...
The RIVA TNT2 was a 3D graphics chip manufactured by NVIDIA starting in early 1999. ...
The GeForce 256 (codenamed NV10), often known simply as the GeForce, was the first of NVIDIAs GeForce product-line. ...
The GeForce2 (codenamed NV15) was the second generation of GeForce graphics cards by NVIDIA Corporation. ...
The GeForce3 (codenamed NV20) was NVIDIAs third-generation GeForce chip. ...
A GeForce4 (codenames below) is a fourth-generation graphics processing unit (GPU) manufactured by NVIDIA which forms the basis of many computer graphics cards. ...
The GeForce FX or GeForce 5 series (codenamed NV30) is a line of graphics cards from the manufacturer NVIDIA. // NVIDIAs GeForce FX series is the fifth generation in the GeForce line. ...
The GeForce 6 Series (codenamed NV40) is NVIDIAs sixth generation of GeForce graphics chipsets. ...
The GeForce 7 Series is the seventh generation of NVIDIAs GeForce graphics cards. ...
The GeForce 8 Series is the eighth generation of NVIDIAs GeForce graphics cards. ...
The GeForce 9 Series is the ninth generation of NVIDIAs GeForce series of graphics processing units, some of which were released February 21, 2008. ...
The field of high performance computing (HPC) comprises computing applications on (parallel) supercomputers and computer clusters. ...
For a definition of the word quadro, see the Wiktionary entry quadro. ...
The NVIDIA Quadro Plex is an external graphics processing unit designed for large-scale 3D visualizations. ...
The Tesla GPU is NVIDIAs third brand of GPUs. ...
Game console redirects here. ...
For the Xboxs successor, see Xbox 360. ...
The RSX Reality Synthesizer graphics processing unit is a graphics chip design co-developed by NVIDIA and Sony for the PlayStation 3 computer console. ...
The PlayStation 3 , trademarked PLAYSTATION®3,[3] commonly abbreviated PS3) is the third home video game console produced by Sony Computer Entertainment; successor to the PlayStation 2. ...
The NVIDIA GoForce line of chipsets used mainly in handheld devices such as PDA and Mobile phones. ...
The nForce is a computer motherboard chipset created by NVIDIA for AMD Athlon and Duron microprocessors. ...
The nForce2 Chipset was released by NVIDIA in July of 2002 as a refresh to the original nForce product offering. ...
SoundStorm was an advanced integrated 5. ...
nVidia nForce3 logo The correct title of this article is nForce3. ...
The nForce4 is a computer chipset released by NVIDIA in October, 2004. ...
The nForce 500 computer chipset series, successor to the nForce4, was revealed by NVIDIA on 2006-03-07. ...
The nForce 600 chipset was released in the first half of November 2006, coinciding with the GeForce 8 series launch on November 8, 2006. ...
The nForce 700 is a chipset series designed by NVIDIA, to be released before the end of 2007, shortly after the launch of GeForce 8800 GT (codenamed G92) video card. ...
NVIDIAs TurboCache technology is a method of allowing more framebuffer memory on select graphics cards by using both video memory and system memory by taking advantage of the high bandwidth provided by the PCI-Express bus. ...
For other uses, see SLI. NVIDIA SLI Logo Scalable Link Interface (SLI) is a brand name for a multi-GPU solution developed by NVIDIA for linking two (or more) video cards together to produce a single output. ...
A Mobile PCI Express Module (MXM) is an interconnect standard for GPUs in laptops using PCI Express. ...
Gelato is a hardware-accelerated, non-real-time renderer created by graphics card manufacturer NVIDIA. It was originally intended for use with its Quadro FX GPU, although a Quadro class GPU is no longer a requirement, as it now also supports GeForce cards. ...
Cg or C for Graphics is a high-level shading language developed by NVIDIA in close collaboration with Microsoft[1][2] for programming vertex and pixel shaders. ...
NVIDIAs PureVideo is an MPEG-2 decoder designed to offload MPEG-2 decoding work from the CPU and software to NVIDIAs GPU series GeForce 6, GeForce 7, and enthusiast-class GeForce 8. ...
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PhysX can refer either to a proprietary realtime physics engine middleware SDK developed by AGEIA (formerly known as the NovodeX SDK) or their PPU expansion card designed to accelerate that SDK. Middleware physics engines allow game developers to avoid writing their own code to handle the complex physics interactions possible...
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