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List of Nvidia graphics processing units
From Wikipedia, the free encyclopedia
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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.
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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.[1]
- 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 subsection
- Bandwidth – Maximum theoretical bandwidth for the processor at factory clock with factory bus width. GHz = 109 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 section
- Features – Added features that are not standard as a part of the two graphics libraries.
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Desktop GPUs
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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
Features
GeForce 7 (7xxx) 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)
Features
GeForce 8 (8xxx) series
- All models support coverage sample anti-aliasing, angle-independent anisotropic filtering, and 128-bit OpenEXR HDR.
- To calculate the processing power, see Performance.
Features
- 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
- To calculate the processing power see Tesla (microarchitecture)#Performance.
Features
- Compute Capability: 1.1 has support for Atomic functions, which are used to write thread-safe programs.
GeForce 100 series
- To calculate the processing power see Tesla (microarchitecture)#Performance.
GeForce 200 series
- All models support Coverage Sample Anti-Aliasing, Angle-Independent Anisotropic Filtering, 240-bit OpenEXR HDR
- To calculate the processing power see Tesla (microarchitecture)#Performance.
Features
- 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
- To calculate the processing power see Tesla (microarchitecture)#Performance.
GeForce 400 series
- All cards have a PCIe 2.0 x16 Bus interface.
- The base requirement for Vulkan 1.0 in terms of hardware features was OpenGL ES 3.1 which is a subset of OpenGL 4.3, which is supported on all Fermi and newer cards.
- Memory bandwidths stated in the following table refer to Nvidia reference designs. Actual bandwidth can be higher or lower depending on the maker of the graphic board.
- Each SM in the GF100 contains 4 texture filtering units for every texture address unit. The complete GF100 die contains 64 texture address units and 256 texture filtering units.[60] Each SM in the GF104/106/108 architecture contains 8 texture filtering units for every texture address unit but has doubled both addressing and filtering units. The complete GF104 die also contains 64 texture address units and 512 texture filtering units despite the halved SM count, 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.[61]
- To calculate the processing power see Fermi (microarchitecture)#Performance.
- Note that while GTX 460's TDP is comparable to that of AMD's HD5000 series, GF100-based cards (GTX 480/470/465) are rated much lower but pull significantly more power, e.g. GTX 480 with 250W TDP consumes More power than an HD 5970 with 297W TDP.[62]
- The 400 series is the only non-OEM family from GeForce 9 to 700 series not to include an official dual-GPU system. However, on March 18, 2011, EVGA released the first single-PCB card with dual 460s on board. The card came with 2048 MiB of memory at 3600 MHz and 672 shader processors at 1400 MHz and was offered at the MSRP of $429.
GeForce 500 series
- Each SM in the GF110 contains 4 texture filtering units for every texture address unit. The complete GF110 die contains 64 texture address units and 256 texture filtering units.[65] Each SM in the GF114/116/118 architecture contains 8 texture filtering units for every texture address unit but has doubled both addressing and filtering units.
- To calculate the processing power see Fermi (microarchitecture)#Performance.
- Similar to previous generation, GTX 580 and most likely future GTX 570[needs update], while reflecting its improvement over GF100, still have lower rated TDP and higher power consumption, e.g. GTX580 (243W TDP) is slightly less power hungry than GTX 480 (250W TDP). This is managed by clock throttling through drivers when a dedicated power hungry application is identified that could breach card TDP. Application name changing will disable throttling and enable full power consumption, which in some cases could be close to that of GTX480.[66]
- Internally referred to as GF104B[69]
- Internally referred to as GF100B[69]
- Some companies have announced that they will be offering the GTX580 with 3GB RAM.[71]
GeForce 600 series
- Add NVENC on GTX cards
- Several 600 series cards are rebranded 400 or 500 series cards.
- To calculate the processing power see Kepler (microarchitecture)#Performance, or Fermi (microarchitecture)#Performance.
- Vulkan 1.2 is only supported on Kepler cards.[63]
GeForce 700 series
The GeForce 700 series for desktop. The GM107-chips are Maxwell-based, the GF1xx are Fermi-based, and the GKxxx-chips Kepler.
- Improve NVENC
- To calculate the processing power see Maxwell (microarchitecture)#Performance, or Kepler (microarchitecture)#Performance.
- Maxwell supports Vulkan version 1.3, while Kepler only support Vulkan version 1.2, Fermi does not support the Vulkan API at all.[63]
- Kepler supports some optional 11.1 features on feature level 11_0 through the Direct3D 11.1 API, however Nvidia did not enable four non-gaming features to qualify Kepler for level 11_1.[75][76]
- As a Kepler GPC is able to rasterize 8 pixels per clock, fully enabled GK110 GPUs (780 Ti/TITAN Black) can only output 40 pixels per clock (5 GPCs), despite 48 ROPs and all SMX units being physically present. For GTX 780 and GTX 760, multiple GPC configurations with differing pixel fillrate are possible, depending on which SMXs were disabled in the chip: 5/4 GPCs, or 4/3 GPCs, respectively.
GeForce 900 series
- All models support the following APIs: Direct3D 12_1, OpenGL 4.6, OpenCL 3.0 and Vulkan 1.3[63] and CUDA 5.2
- Improve NVENC (YUV4:4:4, predictive lossless encoding).
- Add H265 hardware support on GM20x
- GM108 does not have NVENC hardware encoder support.
- Main shader processors : texture mapping units : render output units (streaming multiprocessors)
- To calculate the processing power see Maxwell (microarchitecture)#Performance.
- Some GTX950 cards were released without power connector powered only by PCIe slot. These had limited power consumption and TPD to 75W.[99]
- For accessing its memory, the GTX 970 stripes data across 7 of its 8 32-bit physical memory lanes, at 196 GB/s. The last 1/8 of its memory (0.5 GiB on a 4 GiB card) is accessed on a non-interleaved solitary 32-bit connection at 28 GB/s, one seventh the speed of the rest of the memory space. Because this smaller memory pool uses the same connection as the 7th lane to the larger main pool, it contends with accesses to the larger block reducing the effective memory bandwidth not adding to it as an independent connection could.[104]
GeForce 10 series
- Supported display standards: DP 1.4 (no DSC), HDMI 2.0b, Dual-link DVI[a][108]
- Supported APIs: Direct3D 12 (12_1), OpenGL 4.6, OpenCL 3.0, Vulkan 1.3[63] and CUDA 6.1
- Improved NVENC (HEVC Main10, decode 8K30, etc.)
- Main shader processors : texture mapping units : render output units (streaming multiprocessors) (graphics processing clusters)
- To calculate the processing power see Pascal (microarchitecture)#Performance.
- Pixel fillrate is calculated as the lowest of three numbers: number of ROPs multiplied by the base core clock speed, number of rasterizers multiplied by the number of fragments they can generate per rasterizer multiplied by the base core clock speed, and the number of streaming multiprocessors multiplied by the number of fragments per clock that they can output multiplied by the base clock rate.
- As the GTX 1070 has one of the four GP104 GPCs disabled in the die, its frontend is only able to rasterize 48 pixels per clock.[109] Analogically, the GTX 1060 features only two GPCs on its GP106 die, meaning that its frontend can only rasterize 32 pixels per clock. The remaining backend ROPs can still be used for tasks such as MSAA.[110]
- As the GTX 1070 has one of the four GP104 GPCs disabled in the die, its frontend is only able to rasterize 48 pixels per clock.[109] Analogically, the GTX 1060 features only two GPCs on its GP106 die, meaning that its frontend can only rasterize 32 pixels per clock. The remaining backend ROPs can still be used for tasks such as MSAA.[110]
Volta series
- Main shader processors : texture mapping units : render output units : tensor cores (streaming multiprocessors) (graphics processing clusters)
- Pixel fillrate is calculated as the lowest of three numbers: number of ROPs multiplied by the base core clock speed, number of rasterizers multiplied by the number of fragments they can generate per rasterizer multiplied by the base core clock speed, and the number of streaming multiprocessors multiplied by the number of fragments per clock that they can output multiplied by the base clock rate.
GeForce 16 series
- Supported APIs: Direct3D 12 (feature level 12_1), OpenGL 4.6, OpenCL 3.0, Vulkan 1.3[63] and CUDA 7.5
- NVENC 6th generation (B-frame, etc.)
- TU117 only supports Volta NVENC (5th generation)
RTX 20 series
- Supported APIs: Direct3D 12 Ultimate (12_2), OpenGL 4.6, OpenCL 3.0, Vulkan 1.3[63] and CUDA 7.5
- Unlike previous generations the RTX Non-Super (RTX 2070, RTX 2080, RTX 2080 Ti) Founders Edition cards no longer have reference clocks, but are "Factory-OC". However, RTX Supers (RTX 2060 Super, RTX 2070 Super, and RTX 2080 Super) Founders Edition are reference clocks.
- NVENC 6th generation (B-frame, etc.)
- Main shader processors : texture mapping units : render output units : tensor cores (or FP16 cores in GeForce 16 series) : ray-tracing cores (streaming multiprocessors) (graphics processing clusters)
- Pixel fillrate is calculated as the lowest of three numbers: number of ROPs multiplied by the base core clock speed, number of rasterizers multiplied by the number of fragments they can generate per rasterizer multiplied by the base core clock speed, and the number of streaming multiprocessors multiplied by the number of fragments per clock that they can output multiplied by the base clock rate.
RTX 30 series
- Supported APIs: Direct3D 12 Ultimate (12_2), OpenGL 4.6, OpenCL 3.0, Vulkan 1.3[63] and CUDA 8.6
- Supported display connections: HDMI 2.1, DisplayPort 1.4a
- NVENC 7th generation
- Tensor core 3rd gen
- RT Core 2nd gen
- RTX IO
- Improved NVDEC with AV1 decode
- NVIDIA DLSS 2.0
- Main shader processors : texture mapping unit : render output units : tensor cores : ray-tracing cores (streaming multiprocessors) (graphics processing clusters)
RTX 40 series
- Supported APIs: Direct3D 12 Ultimate (12_2), OpenGL 4.6, OpenCL 3.0, Vulkan 1.3 and CUDA 8.9[172]
- 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[173][174]
- Opacity Micro-Maps (OMM)
- Displacement Micro-Meshes (DMM)
- No NVLink support, Multi-GPU over PCIe 5.0[175][176]
- Main shader processors : texture mapping unit : render output units : tensor cores : ray-tracing cores (streaming multiprocessors) (graphics processing clusters)
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.
- Main shader processors : texture mapping unit : render output units : tensor cores : ray-tracing cores (streaming multiprocessors) (graphics processing clusters)
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Mobile GPUs
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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)
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.
GeForce 9M (9xxxM) series
The GeForce 9M series for notebooks architecture. Tesla (microarchitecture)
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)
GeForce 200M (2xxM) series
The GeForce 200M series is a graphics processor architecture for notebooks, Tesla (microarchitecture)
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.[60] 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 series
- Unified 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 [211]
GeForce 16 series
- Supported APIs: Direct3D 12 (12_1), OpenGL 4.6, OpenCL 3.0, Vulkan 1.3 and CUDA 7.5, improve NVENC
- No SLI, no TensorCore, and no Raytracing hardware acceleration.
GeForce 20 series
- Supported APIs: Direct3D 12 (12_2), OpenGL 4.6, OpenCL 3.0, Vulkan 1.3 and CUDA 7.5, improve NVENC (Support B-Frame on H265...)
- MX Graphics lack NVENC and they are based on Pascal architecture.[248]
- Add TensorCore and Ray tracing hardware acceleration, RTX IO (Only on RTX cards)
- Nvidia DLSS
- Main Shader Processors : Texture Mapping Units : Render Output Units : Tensor Cores (or FP16 Cores in GeForce 16 series) : Ray-tracing Cores (Streaming Multiprocessors) (Graphics Processing Clusters)
- Pixel fillrate is calculated as the lowest of three numbers: number of ROPs multiplied by the base core clock speed, number of rasterizers multiplied by the number of fragments they can generate per rasterizer multiplied by the base core clock speed, and the number of streaming multiprocessors multiplied by the number of fragments per clock that they can output multiplied by the base clock rate.
GeForce 30 series
- Supported APIs: Direct3D 12 Ultimate (12_2), OpenGL 4.6, OpenCL 3.0, Vulkan 1.3[63] and CUDA 8.6
- Tensor core 3rd gen
- RT core 2nd gen
- RTX IO
- Improve NVDEC (Add AV1)
- Main Shader Processors : Texture Mapping Units : Render Output Units : Tensor Cores (or FP16 Cores in GeForce 16 series) : Ray-tracing Cores (Streaming Multiprocessors) (Graphics Processing Clusters)
- Pixel fillrate is calculated as the lowest of three numbers: number of ROPs multiplied by the base core clock speed, number of rasterizers multiplied by the number of fragments they can generate per rasterizer multiplied by the base core clock speed, and the number of streaming multiprocessors multiplied by the number of fragments per clock that they can output multiplied by the base clock rate.
GeForce 40 series
- Supported APIs: Direct3D 12 Ultimate (12_2), OpenGL 4.6, OpenCL 3.0, Vulkan 1.3[63] and CUDA 8.9
- Tensor core 4th gen
- RT core 3rd gen
- DLSS 3 (Super Resolution + Frame Generation)[274]
- SER [275]
- Main Shader Processors : Texture Mapping Units : Render Output Units : Tensor Cores : Ray-tracing Cores (Streaming Multiprocessors) (Graphics Processing Clusters)
- Pixel fillrate is calculated as the lowest of three numbers: number of ROPs multiplied by the base core clock speed, number of rasterizers multiplied by the number of fragments they can generate per rasterizer multiplied by the base core clock speed, and the number of streaming multiprocessors multiplied by the number of fragments per clock that they can output multiplied by the clock rate.
GeForce 50 series
Laptops featuring GeForce 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.[278][279] Nvidia claims that Blackwell architecture's new Max-Q features can increase battery life by up to 40% over GeForce 40 series laptops.[280] 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.[281] Initial RTX 50 series laptops will become available in March 2025 starting at $1,299.[282]
GeForce MX series
- Shader Processors : Texture mapping units : Render output units : Streaming Multiprocessors : Ray tracing cores : Tensor Cores
- Pixel fillrate is calculated as the lowest of three numbers: number of ROPs multiplied by the base core clock speed, number of rasterizers multiplied by the number of fragments they can generate per rasterizer multiplied by the base core clock speed, and the number of streaming multiprocessors multiplied by the number of fragments per clock that they can output multiplied by the base clock rate.
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Workstation GPUs
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Quadro
Quadro FX series
Quadro FX (x300) series
Quadro FX (x400) series
Quadro FX (x500) series
Quadro FX (x600) series
- 1 Vertex shaders: pixel shaders: texture mapping units: render output units
- 2 Unified shaders: texture mapping units: render output units
Quadro FX (x700) series
Quadro FX (x800) series
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[60]
Quadro Kxxx series
Quadro Mxxx series
- 1Unified shaders: texture mapping units: render output units: streaming multiprocessors
Quadro Pxxx series
- 1Unified shaders: texture mapping units: render output units: streaming multiprocessors
Quadro GVxxx series
- 1 Unified shaders: texture mapping units: render output units: streaming multiprocessors: tensor cores
Quadro Tx00/Tx000 series
- 1 Unified shaders: texture mapping units: render output units: streaming multiprocessors
Quadro RTX x000 series
- 1 Unified shaders: texture mapping units: render output units: streaming multiprocessors: tensor cores
RTX Ax000 series
- 1 Unified shaders: texture mapping units: render output units: streaming multiprocessors: tensor cores
RTX Ada Generation
RTX PRO Blackwell series
- 1 Unified shaders: texture mapping units: render output units: Tensor cores: RT cores
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.
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Mobile workstation GPUs
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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 (x500M) series
GeForce 7-Series based.
Quadro FX (x600M) series
GeForce 8-Series (except FX 560M and FX 3600M) based. First Quadro Mobile line to support DirectX 10.
Quadro FX (x700M) series
Quadro FX (x800M) series
The last DirectX 10 based Quadro mobile cards.
Quadro (xxxxM) series
- 1 Unified shaders: texture mapping units: render output units
- 2 Each SM in the Fermi architecture contains 4 texture filtering units for every texture address unit
Quadro (Kx000M) series
Quadro (Kx100M) series
Quadro (Kx200M) series
Quadro (Mx000M) series
Quadro (Mx200) series
Mobile version of the Quadro (Mx200) series.
Quadro (Mx500) series
Mobile version of the Quadro (Mx500) series.
Quadro (Px000) series
Mobile version of the Quadro (Px000) series series.
- 1Unified shaders: texture mapping units: render output units: streaming multiprocessors
Quadro (Px200) series
- 1Unified shaders: texture mapping units: render output units: streaming multiprocessors
Quadro RTX / Tx000 series
Mobile version of the Quadro RTX / T x000 series.
- 1 Unified shaders: texture mapping units: render output units: streaming multiprocessors: tensor cores (or FP16 Cores in T x000 Series)
RTX Ax000 series
Mobile version of the RTX Ax000 series.
- 1 Unified shaders: texture mapping units: render output units: streaming multiprocessors: tensor cores
RTX Ada Generation
Mobile version of the RTX Ada Generation
- 1 CUDA cores: RT cores: Tensor cores
RTX PRO Blackwell mobile series
Mobile/laptop version of the RTX PRO Blackwell series[396]
- 1 Unified shaders: texture mapping units: render output units: Tensor cores: RT cores
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
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Tegra GPU
Data center GPUs
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GRID
- Data from GRID GPUS[400]
Tesla
Notes
- To calculate the processing power see Tesla (microarchitecture)#Performance, Fermi (microarchitecture)#Performance, Kepler (microarchitecture)#Performance, Maxwell (microarchitecture)#Performance, or Pascal (microarchitecture)#Performance. A number range specifies the minimum and maximum processing power at, respectively, the base clock and maximum boost clock.
- Core architecture version according to the CUDA programming guide.
- GPU Boost is a default feature that increases the core clock rate while remaining under the card's predetermined power budget. Multiple boost clocks are available, but this table lists the highest clock supported by each card.[401]
- Specifications not specified by Nvidia assumed to be based on the GeForce 8800 GTX
- Specifications not specified by Nvidia assumed to be based on the GeForce GTX 280
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Console/handheld GPUs
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- 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
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See also
- nouveau (software)
- Scalable Link Interface (SLI)
- TurboCache
- Tegra
- Apple M1
- CUDA
- Nvidia NVDEC
- Nvidia NVENC
- Qualcomm Adreno
- ARM Mali
- Comparison of Nvidia nForce chipsets
- List of AMD graphics processing units
- List of Intel graphics processing units
- List of eponyms of Nvidia GPU microarchitectures
- Imageon by ATI (Now AMD)
References
External links
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