MarketList of Nvidia graphics processing units
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List of Nvidia graphics processing units

This list contains general information about graphics processing units (GPUs) and video cards from Nvidia, based on official specifications. In addition some Nvidia motherboards come with integrated onboard GPUs. Limited/special/collectors' editions or AIB versions are not included.

Field explanations
The fields in the table listed below describe the following: • Model – The marketing name for the processor, assigned by Nvidia. • Launch – Date 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 – The amount of graphics memory available to the processor. • SM Count – Number of streaming multiprocessors. • Core clock – The factory core clock frequency; while some manufacturers adjust clocks lower and higher, this number will always be the reference clocks used by Nvidia. • Memory clock – The factory effective memory clock frequency (while some manufacturers adjust clocks lower and higher, this number will always be the reference clocks used by Nvidia). All DDR/GDDR memories operate at half this frequency, except for GDDR5, which operates at one quarter of this frequency. • Core config – 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 fill rate in textured pixels per second. This number is generally used as a maximum throughput number for the GPU and generally, a higher fill rate corresponds to a more powerful (and faster) GPU. • Memory subsectionBandwidth – Maximum theoretical bandwidth for the processor at factory clock with factory bus width. GHz = 10 Hz. • Bus type – Type of memory bus or buses used. • Bus width – Maximum bit width of the memory bus or buses used. This will always be a factory bus width. • API support sectionDirect3D – Maximum version of Direct3D fully supported. • OpenGL – Maximum version of OpenGL fully supported. • OpenCL – Maximum version of OpenCL fully supported. • Vulkan – Maximum version of Vulkan fully supported. • CUDA - Maximum version of Cuda fully supported. • Features – Added features that are not standard as a part of the two graphics libraries. ==Desktop GPUs==
Desktop GPUs
Pre-GeForce GeForce 256 series • All models are made via TSMC 220 nm fabrication process • All models support Direct3D 7.0 and OpenGL 1.2 • All models support hardware Transform and Lighting (T&L) and Cube Environment Mapping GeForce2 series • All models support Direct3D 7 and OpenGL 1.2 • All models support TwinView Dual-Display Architecture, Second-Generation Transform and Lighting (T&L),Nvidia Shading Rasterizer (NSR), High-Definition Video Processor (HDVP) • GeForce2 MX models support Digital Vibrance Control (DVC) GeForce3 series • All models are made via TSMC 150 nm fabrication process • All models support Direct3D 8.0 and OpenGL 1.3 • All models support 3D Textures, Lightspeed Memory Architecture (LMA), nFiniteFX Engine, Shadow Buffers GeForce4 series • All models are manufactured via TSMC 150 nm manufacturing process • All models support Accuview Antialiasing (AA), Lightspeed Memory Architecture II (LMA II), nView GeForce FX (5xxx) series • All models support Direct3D 9.0a and OpenGL 1.5 (2.1 (software) with latest drivers) • The GeForce FX series runs vertex shaders in an array GeForce 6 (6xxx) series • All models support Direct3D 9.0c and OpenGL 2.1 • All models support Transparency AA (starting with version 91.47 of the ForceWare drivers) and PureVideo GeForce 7 (7xxx) series • All models support Direct3D 9.0c and OpenGL 2.1 • All models except the 7025, 7050PV, 7050, 7100, 7150, & 7100 GS support gamma-correct antialiasing & 64-bit OpenEXR HDR. • All models support Transparency AA (starting with version 91.47 of the ForceWare drivers) } GeForce 8 (8xxx) series • All models support coverage sample anti-aliasing, angle-independent anisotropic filtering, and 128-bit OpenEXR HDR. • All models with PureVideo 2 & 3 support the BSP Engine & AES128 Engine. • Compute Capability 1.1: has support for Atomic functions, which are used to write thread-safe programs. • Compute Capability 1.2: for details see CUDA GeForce 9 (9xxx) series • All models support Coverage Sample Anti-Aliasing, Angle-Independent Anisotropic Filtering, 128-bit OpenEXR HDR • All models support Direct3D 10.0 & OpenGL 3.3. • Compute Capability: 1.1 has support for Atomic functions, which are used to write thread-safe programs. • All models support 2-Way SLI except for the 9800 GTX & 9800 GTX+ which support 3-Way, and the do not support it at all. • All models support PureVideo 2 with the VP2, BSP Engine, and AES128 Engine, except for models that use the , which instead support PureVideo 3 with the VP3, BSP Engine, and AES128 Engine. GeForce 100 series • All models support Direct3D 10.0 & OpenGL 3.3. GeForce 200 series • All models support Coverage Sample Anti-Aliasing, Angle-Independent Anisotropic Filtering, 240-bit OpenEXR HDR. • All models support Direct3D 10.0 and OpenGL 3.3, except the GeForce 205, 210, 220, & GT 240, which support Direct3D 10.1 instead. • Compute Capability: 1.1 (G92 [GTS250] GPU). • Compute Capability: 1.2 (GT215, GT216, GT218 GPUs). • Compute Capability: 1.3 has double precision support for use in GPGPU applications. (GT200a/b GPUs only). GeForce 300 series • All models support the following API levels: Direct3D 10.1 and OpenGL 3.3 • None of the models needs an external power source. • All models are OEM only cards. GeForce 400 series • All cards have a PCIe 2.0 x16 Bus interface. • All models support Vulkan 1.0, OpenGL 4.6, Direct3D 12 (11_0), & CUDA 2.1 except the GeForce 405, which has no Vulkan support, supports OpenGL 3.3, Direct3D 11.1 (10_1), & CUDA 1.2 instead, and the , which supports CUDA 2.0 instead. • All models support OpenCL 1.1. • All models are built on the 40 nm process at the TSMC Fab. GeForce 500 series • All models lack Vulkan support but support, Direct3D 12 (11_0), OpenGL 4.6, OpenCL 1.1, & CUDA 2.1, except for the GTX 570, GTX 580, & GTX 590, which supports CUDA 2.0 instead. • All models are built on the 40 nm process at the TSMC Fab. GeForce 600 series • All models support Direct3D 12 (11_0), OpenGL 4.6, & OpenCL 1.2. • Only Kepler (28 nm) models support Vulkan 1.2. • All Kepler (28 nm) models function at 2 FLOPS per clock per core compared to only 1 FLOP per clock per core on Fermi (40 nm) models. This however only applies to single precision. • Texel and Pixel rate calculated by multiplying clock in MHz to their respective cores. • Many models are rebranded 400 or 500 series GPUs. GeForce 700 series • All GM107-chips are Maxwell-based, all GF1xx are Fermi-based, and all GKxxx-chips are Kepler-based. • Many models are rebranded cards from previous generations. • API Support: • All models support Direct3D 12 (11_0). OpenGL 4.6. • Vulkan: Maxwell chips support 1.3, Kepler chips support 1.2, & Fermi lacks support. • OpenCL: Maxwell and Kepler chips support 3.0, while Fermi chips only support 1.1. • GTX TITAN class cards use Double precision 1:3 instead of 1:24 or 1:32 found on other GTX 700 series cards. GeForce 900 series • All models support Direct3D 12 (12_1), OpenGL 4.6, OpenCL 3.0, and Vulkan 1.4. • All models are built on the TSMC 28 nm process and interface with a PCIe 3x16 connector. GeForce 10 series • All models support Direct3D 12 (12_1), OpenGL 4.6, OpenCL 3.0, Vulkan 1.4, and CUDA 6.1. Volta series • All models support Direct3D 12 (12_1), OpenGL 4.6, OpenCL 3.0, Vulkan 1.4, and CUDA 7.0. • All models are built on the TSMC 12 nm process with 21.1 billion transistors and a die size of 815 mm2. GeForce 16 series • All models support Direct3D 12 (12_1), OpenGL 4.6, OpenCL 3.0, Vulkan 1.4, and CUDA 7.5. • All models are built on the TSMC 12 nm process and interface with a PCIe 3x16 connector. GeForce RTX 20 series • All models support Direct3D 12 Ultimate (12_2), OpenGL 4.6, OpenCL 3.0, Vulkan 1.3, and CUDA 7.5. • Founder's Edition variants come from the factory with a higher boost clock. • All models are built on the TSMC 12 nm process and interface with a PCIe 3x16 connector. GeForce RTX 30 series • Supported APIs: Direct3D 12 Ultimate (12_2), OpenGL 4.6, OpenCL 3.0, Vulkan 1.3 • Supported display connections: HDMI 2.1, DisplayPort 1.4a • Tensor core 4th gen • RT core 3rd gen • NVIDIA DLSS 3 • NVIDIA DLSS 3.5 • Shader Execution Reordering • Dual NVENC with 8K 10-bit 60FPS AV1 fixed function hardware encoding • Opacity Micro-Maps (OMM) • Displacement Micro-Meshes (DMM) • No NVLink support, Multi-GPU over PCIe 5.0 GeForce RTX 50 series • GeForce RTX 50 series desktop GPUs are the first consumer GPUs to utilize a PCIe 5.0 interface and GDDR7 video memory. • Supported APIs: Direct3D 12.2, OpenGL 4.6, OpenCL 3.0, Vulkan 1.4 and CUDA 12.x • Supported display connections: HDMI 2.1b, DisplayPort 2.1b • 9th gen NVENC (3×/2×/1×) / 6th gen NVDEC (2×/1×) • NVIDIA DLSS 4 (Multi Frame Generation support) • AI Management Processor (AMP) • Reflex 2 optimized • Tensor core 5th gen (INT4/FP4 capabilities and second-generation FP8 Transformer Engine) • RT core 4th gen • Shader processors, RT cores and tensor cores optimized for RTX Neural Shaders and new neural workloads • Mega Geometry Technology optimized (Shader processors and RT cores) • Shader Execution Reordering (SER) 2.0 • Linear Swept Spheres (LSS) ==Mobile GPUs==
Mobile GPUs
Mobile GPUs are either soldered to the mainboard or to some Mobile PCI Express Module (MXM). GeForce2 Go series • All models are manufactured with a 180 nm manufacturing process • All models support Direct3D 7.0 and OpenGL 1.2 • Celsius (microarchitecture) GeForce4 Go series • All models are made via 150 nm fabrication process GeForce FX Go 5 (Go 5xxx) series The GeForce FX Go 5 series for notebooks architecture. • 1 Vertex shaders: pixel shaders: texture mapping units: render output units • * The GeForce FX series runs vertex shaders in an array • ** GeForce FX series has limited OpenGL 2.1 support(with the last Windows XP driver released for it, 175.19). • Rankine (microarchitecture) GeForce Go 6 (Go 6xxx) series • All models support Direct3D 9.0c and OpenGL 2.1 • Curie (microarchitecture) • 1 Pixel shaders: vertex shaders: texture mapping units: render output units GeForce Go 7 (Go 7xxx) series The GeForce Go 7 series for notebooks architecture. • 1 Vertex shaders: pixel shaders: texture mapping units: render output units • 2 Graphics card supports TurboCache, memory size entries in bold indicate total memory (graphics + system RAM), otherwise entries are graphics RAM only • Curie (microarchitecture) GeForce 8M (8xxxM) series The GeForce 8M series for notebooks architecture Tesla. • 1 Unified shaders: texture mapping units: render output units GeForce 9M (9xxxM) series The GeForce 9M series for notebooks architecture. Tesla (microarchitecture) • 1 Unified shaders: texture mapping units: render output units GeForce 100M (1xxM) series The GeForce 100M series for notebooks architecture. Tesla (microarchitecture) (103M, 105M, 110M, 130M are rebranded GPU i.e. using the same GPU cores of previous generation, 9M, with promised optimisation on other features) • 1 Unified shaders: texture mapping units: render output units GeForce 200M (2xxM) series The GeForce 200M series is a graphics processor architecture for notebooks, Tesla (microarchitecture) • 1 Unified shaders: texture mapping units: render output units GeForce 300M (3xxM) series The GeForce 300M series for notebooks architecture, Tesla (microarchitecture) • 1 Unified shaders: texture mapping units: render output units • 2 To calculate the processing power see Tesla (microarchitecture)#Performance. GeForce 400M (4xxM) series The GeForce 400M series for notebooks architecture, Fermi (microarchitecture) • 1 Unified shaders: texture mapping units: render output units • 2 To calculate the processing power see Fermi (microarchitecture)#Performance. • 3 Each SM in the GF100 also contains 4 texture address units and 16 texture filtering units. Total for the full GF100 64 texture address units and 256 texture filtering units. Each SM in the GF104/106/108 architecture contains 8 texture filtering units for every texture address unit. The complete GF104 die contains 64 texture address units and 512 texture filtering units, the complete GF106 die contains 32 texture address units and 256 texture filtering units and the complete GF108 die contains 16 texture address units and 128 texture filtering units. GeForce 500M (5xxM) series The GeForce 500M series for notebooks architecture, Fermi (microarchitecture) • 1 Unified shaders: texture mapping units: render output units • 2 On Some Dell XPS17 GeForce 600M (6xxM) series The GeForce 600M series for notebooks architecture, Fermi (microarchitecture) and Kepler (microarchitecture). The processing power is obtained by multiplying shader clock speed, the number of cores, and how many instructions the cores can perform per cycle. • 1 Unified shaders: texture mapping units: render output units • Non GTX Graphics, lack support NVENC GeForce 700M (7xxM) series The GeForce 700M series for notebooks architecture. The processing power is obtained by multiplying shader clock speed, the number of cores, and how many instructions the cores can perform per cycle. • 1 Unified shaders: texture mapping units: render output units • Non GTX variants lack NVENC support GeForce 800M (8xxM) series The GeForce 800M series for notebooks architecture. The processing power is obtained by multiplying shader clock speed, the number of cores, and how many instructions the cores can perform per cycle. • 1 Unified shaders: texture mapping units: render output units • 810M to 845M lack NVENC support GeForce 900M (9xxM) series The GeForce 900M series for notebooks architecture. The processing power is obtained by multiplying shader clock speed, the number of cores, and how many instructions the cores can perform per cycle. • 1 Unified shaders: texture mapping units: render output units • 920M to 940M lack NVENC support GeForce 10 seriesUnified shaders: texture mapping units: render output units • Improved NVENC (Better support for H265, VP9,...) • Supported APIs: Direct3D 12 (12_1), OpenGL 4.6, OpenCL 3.0, Vulkan 1.3 and CUDA 6.1 • Add TensorCore and Ray tracing hardware acceleration, RTX IO (Only on RTX cards) • Nvidia DLSS GeForce RTX 30 series • Supported APIs: Direct3D 12 Ultimate (12_2), OpenGL 4.6, OpenCL 3.0, Vulkan 1.3 • SER GeForce RTX 50 series Laptops featuring GeForce RTX 50 series laptop GPUs were shown at CES 2025. Laptops with RTX 50 series GPUs were paired with Intel's Arrow Lake-HX and AMD's Strix Point and Fire Range CPUs. Nvidia claims that Blackwell architecture's new Max-Q features can increase battery life by up to 40% over GeForce 40 series laptops. For example, Advanced Power Gating saves power by turning off areas of the GPU that are unused and the paired GDDR7 memory can run in an "ultra" low-voltage state. Initial RTX 50 series laptops will become available in March 2025. GeForce MX series == Workstation / Mobile Workstation GPUs ==
Workstation / Mobile Workstation GPUs
Quadro NVS • 1 Vertex shaders: pixel shaders: texture mapping units: render output units • 2 Unified shaders: texture mapping units: render output units • * NV31, NV34 and NV36 are 2x2 pipeline designs if running vertex shader, otherwise they are 4x1 pipeline designs. Mobility Quadro NVS series • 1 Vertex shaders: pixel shaders: texture mapping units: render output units • 2 Unified shaders: texture mapping units: render output units Mobility NVS series • 1Unified shaders: texture mapping units: render output units Quadro • 1 Vertex shaders: pixel shaders: texture mapping units: render output units Quadro Go (GL) & Quadro FX Go series Early mobile Quadro chips based on the GeForce2 Go up to GeForce Go 6800. Precise specifications on these old mobile workstation chips are very hard to find, and conflicting between Nvidia press releases and product lineups in GPU databases like TechPowerUp's GPUDB. • 1 Vertex shaders: pixel shaders: texture mapping units: render output units • 2 Unified shaders: texture mapping units: render output units Quadro FX series • 1 Vertex shaders: pixel shaders: texture mapping units: render output units Quadro FX (x300) series • 1 Vertex shaders: pixel shaders: texture mapping units: render output units Quadro FX (x400) series • 1 Vertex shaders: pixel shaders: texture mapping units: render output units Quadro FX (x500) series • 1 Vertex shaders: pixel shaders: texture mapping units: render output units Quadro FX (x500M) series. GeForce 7-Series based. Quadro FX (x600) series • 1 Vertex shaders: pixel shaders: texture mapping units: render output units • 2 Unified shaders: texture mapping units: render output units GeForce 8-Series (except FX 560M and FX 3600M) based. First Quadro Mobile line to support Direct3D 10. • 1Unified shaders: texture mapping units: render output units Quadro FX (x700) series • 1Unified shaders: texture mapping units: render output units Quadro FX (x700M) series. Quadro FX (x800) series • 1Unified shaders: texture mapping units: render output units The last Direct3D 10 based Quadro mobile cards. Quadro x000 series • 1 Unified shaders: texture mapping units: render output units • 4 Each SM in the Fermi architecture contains 4 texture filtering units for every texture address unit. Total for the full GF100 64 texture address units and 256 texture filtering units == Tegra GPU ==
Data center GPUs
GRID • Data from GRID GPUS Tesla • A10G GPU accelerator (PCIe card)-300W TDP, Ampere, 24GB GDDR6@600GB/s, 80 RT Cores ==Console/handheld GPUs ==
Console/handheld GPUs
• 1 Pixel shaders: vertex shaders: texture mapping units: render output units • 2 Unified shaders: Texture mapping units : Render output units • 3 Unified shaders (SM count): Texture mapping units : Render output units : Ray tracing cores : Tensor Core ==See also==
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