Esta lista contiene información general sobre las unidades de procesamiento gráfico (GPU) y las tarjetas de video de Nvidia , según las especificaciones oficiales. Además, algunas placas base de Nvidia vienen con GPU integradas. No se incluyen las ediciones limitadas, especiales o de coleccionista ni las versiones AIB.
Explicaciones de campo
Los campos de la tabla que aparece a continuación describen lo siguiente:
- Modelo : El nombre comercial del procesador, asignado por Nvidia.
- Lanzamiento – Fecha de lanzamiento del procesador.
- Nombre en código : el nombre en código de ingeniería interna para el procesador (normalmente designado por un nombre NVXY y más tarde GXY, donde X es el número de serie e Y es el cronograma del proyecto para esa generación).
- Fab – Proceso de fabricación. Tamaño medio de las características de los componentes del procesador.
- Interfaz de bus : bus mediante el cual el procesador gráfico se conecta al sistema (normalmente una ranura de expansión, como PCI, AGP o PCI-Express).
- Memoria : la cantidad de memoria gráfica disponible para el procesador.
- SM Count – Número de multiprocesadores de streaming. [1]
- Reloj central : la frecuencia del reloj central de fábrica; si bien algunos fabricantes ajustan los relojes hacia abajo o hacia arriba, este número siempre será el reloj de referencia utilizado por Nvidia.
- Frecuencia de reloj de memoria : frecuencia de reloj de memoria efectiva de fábrica (aunque algunos fabricantes ajustan las frecuencias de reloj más bajas o más altas, este número siempre será el de referencia utilizado por Nvidia). Todas las memorias DDR/GDDR funcionan a la mitad de esta frecuencia, excepto la GDDR5, que funciona a un cuarto de esta frecuencia.
- Configuración del núcleo : el diseño del flujo de trabajo de gráficos, en términos de unidades funcionales. Con el tiempo, la cantidad, el tipo y la variedad de unidades funcionales en el núcleo de la GPU han cambiado significativamente; antes de cada sección de la lista hay una explicación de qué unidades funcionales están presentes en cada generación de procesadores. En los modelos posteriores, los sombreadores se integran en una arquitectura de sombreadores unificada, donde cualquier sombreador puede realizar cualquiera de las funciones enumeradas.
- Fillrate (tasa de relleno ): tasa de relleno teórica máxima en píxeles texturizados por segundo. Este número se utiliza generalmente como un número de rendimiento máximo para la GPU y, por lo general, una tasa de relleno más alta corresponde a una GPU más potente (y más rápida).
- Subsección de memoria
- Ancho de banda : ancho de banda teórico máximo para el procesador con el reloj de fábrica y el ancho de bus de fábrica. GHz = 10 9 Hz.
- Tipo de bus : tipo de bus o buses de memoria utilizados.
- Ancho de bus : ancho máximo de bits del bus o buses de memoria utilizados. Siempre será un ancho de bus de fábrica.
- Sección de soporte de API
- Direct3D – Versión máxima de Direct3D totalmente compatible.
- OpenGL – Versión máxima de OpenGL totalmente compatible.
- OpenCL – Versión máxima de OpenCL totalmente compatible.
- Vulkan – Versión máxima de Vulkan totalmente compatible.
- Características : se agregaron características que no son estándar como parte de las dos bibliotecas de gráficos.
GPU de escritorio
Antes de GeForce
Serie GeForce 256
- Todos los modelos se fabrican mediante el proceso de fabricación de 220 nm de TSMC.
- Todos los modelos son compatibles con Direct3D 7.0 y OpenGL 1.2
- Todos los modelos admiten hardware Transform and Lighting (T&L) y Cube Environment Mapping
Serie GeForce2
- Todos los modelos son compatibles con Direct3D 7 y OpenGL 1.2
- Todos los modelos son compatibles con la arquitectura de doble pantalla TwinView, transformación e iluminación de segunda generación (T&L), Nvidia Shading Rasterizer (NSR) y procesador de video de alta definición (HDVP).
- Los modelos GeForce2 MX son compatibles con el control de vibración digital (DVC)
Serie GeForce3
- Todos los modelos se fabrican mediante el proceso de fabricación de 150 nm de TSMC.
- Todos los modelos son compatibles con Direct3D 8.0 y OpenGL 1.3
- Todos los modelos admiten texturas 3D, arquitectura de memoria Lightspeed (LMA), motor nFiniteFX y búferes de sombras.
Serie GeForce4
- Todos los modelos se fabrican mediante el proceso de fabricación TSMC de 150 nm.
- Todos los modelos admiten Accuview Antialiasing (AA), Lightspeed Memory Architecture II (LMA II), nView
Serie GeForce FX (5xxx)
- Todos los modelos son compatibles con Direct3D 9.0a y OpenGL 1.5 (2.1 (software) con los controladores más recientes)
- La serie GeForce FX ejecuta sombreadores de vértices en una matriz
Serie GeForce 6 (6xxx)
- Todos los modelos son compatibles con Direct3D 9.0c y OpenGL 2.1
- Todos los modelos admiten Transparencia AA (a partir de la versión 91.47 de los controladores ForceWare) y PureVideo
Características
Serie GeForce 7 (7xxx)
- Todos los modelos son compatibles con Direct3D 9.0c y OpenGL 2.1
- Todos los modelos admiten Transparencia AA (a partir de la versión 91.47 de los controladores ForceWare)
Características
Serie GeForce 8 (8xxx)
- Todos los modelos admiten anti-aliasing de muestra de cobertura, filtrado anisotrópico independiente del ángulo y OpenEXR HDR de 128 bits.
Características
- Capacidad de cómputo 1.1: tiene soporte para funciones atómicas, que se utilizan para escribir programas seguros para subprocesos.
- Capacidad de cómputo 1.2: para obtener más detalles, consulte CUDA
Serie GeForce 9 (9xxx)
- Todos los modelos admiten suavizado de muestras de cobertura, filtrado anisotrópico independiente del ángulo y HDR OpenEXR de 128 bits.
Características
- Capacidad de cómputo: 1.1 tiene soporte para funciones atómicas, que se utilizan para escribir programas seguros para subprocesos.
Serie GeForce 100
Serie GeForce 200
- Todos los modelos admiten suavizado de muestras de cobertura, filtrado anisotrópico independiente del ángulo y HDR OpenEXR de 240 bits.
Características
Serie GeForce 300
Serie GeForce 400
- Todas las tarjetas tienen una interfaz de bus PCIe 2.0 x16 .
- El requisito base para Vulkan 1.0 en términos de características de hardware era OpenGL ES 3.1, que es un subconjunto de OpenGL 4.3, que es compatible con todas las tarjetas Fermi y más nuevas.
- Los anchos de banda de memoria indicados en la siguiente tabla se refieren a los diseños de referencia de Nvidia. El ancho de banda real puede ser mayor o menor según el fabricante de la tarjeta gráfica.
- ^ ab Sombreadores unificados : unidades de mapeo de texturas : unidades de salida de renderizado
- ^ ab Cada SM en el GF100 contiene 4 unidades de filtrado de textura por cada unidad de dirección de textura. El chip GF100 completo contiene 64 unidades de dirección de textura y 256 unidades de filtrado de textura. [60] Cada SM en la arquitectura GF104/106/108 contiene 8 unidades de filtrado de textura por cada unidad de dirección de textura, pero ha duplicado tanto las unidades de direccionamiento como las de filtrado. El chip GF104 completo también contiene 64 unidades de dirección de textura y 512 unidades de filtrado de textura a pesar de la mitad del recuento de SM, el chip GF106 completo contiene 32 unidades de dirección de textura y 256 unidades de filtrado de textura y el chip GF108 completo contiene 16 unidades de dirección de textura y 128 unidades de filtrado de textura. [61]
- ^ ab Para calcular la potencia de procesamiento, consulte Fermi (microarquitectura)#Rendimiento .
- ^ abcde Tenga en cuenta que si bien el TDP de la GTX 460 es comparable al de la serie HD5000 de AMD, las tarjetas basadas en GF100 (GTX 480/470/465) tienen una clasificación mucho más baja pero consumen significativamente más energía, por ejemplo, la GTX 480 con un TDP de 250 W consume más energía que una HD 5970 con un TDP de 297 W. [62]
- ^ ab La serie 400 es la única familia no OEM, desde la serie GeForce 9 hasta la 700, que no incluye un sistema oficial de doble GPU. Sin embargo, el 18 de marzo de 2011, EVGA lanzó la primera tarjeta de una sola placa con dos GPU 460 integradas. La tarjeta venía con 2048 MiB de memoria a 3600 MHz y 672 procesadores shader a 1400 MHz y se ofrecía a un precio de venta sugerido de 429 dólares.
- ^ La tarjeta GeForce 405 es una GeForce 310 renombrada, que a su vez es una GeForce 210 renombrada.
Serie GeForce 500
- ^ ab Sombreadores unificados : unidades de mapeo de texturas : unidades de salida de renderizado
- ^ ab Cada SM en el GF110 contiene 4 unidades de filtrado de textura por cada unidad de dirección de textura. El chip GF110 completo contiene 64 unidades de dirección de textura y 256 unidades de filtrado de textura. [65] Cada SM en la arquitectura GF114/116/118 contiene 8 unidades de filtrado de textura por cada unidad de dirección de textura, pero ha duplicado tanto las unidades de direccionamiento como las de filtrado.
- ^ ab Para calcular la potencia de procesamiento, consulte Fermi (microarquitectura)#Rendimiento .
- ^ abcde De manera similar a la generación anterior, la GTX 580 y probablemente la futura GTX 570 [ necesita actualización ] , si bien reflejan su mejora con respecto a la GF100, aún tienen un TDP nominal más bajo y un mayor consumo de energía, por ejemplo, la GTX580 (TDP de 243 W) consume un poco menos de energía que la GTX 480 (TDP de 250 W). Esto se gestiona mediante la limitación del reloj a través de los controladores cuando se identifica una aplicación dedicada que consume mucha energía que podría infringir el TDP de la tarjeta. El cambio de nombre de la aplicación deshabilitará la limitación y habilitará el consumo de energía total, que en algunos casos podría ser cercano al de la GTX480. [66]
- ^ ab 1024 MiB de RAM en un bus de 192 bits ensamblado con 4 x (128 MiB) + 2 x (256 MiB).
- ^ abc Internamente se le conoce como GF104B [69]
- ^ abcd Internamente se le denomina GF100B [69]
- ^ Algunas compañías han anunciado que ofrecerán la GTX580 con 3 GB de RAM. [71]
Serie GeForce 600
- Añadir NVENC en tarjetas GTX
- Varias tarjetas de la serie 600 se renombran como tarjetas de la serie 400 o 500.
- ^ ab Sombreadores unificados : unidades de mapeo de texturas : unidades de salida de renderizado
- ^ ab Para calcular la potencia de procesamiento, consulte Kepler (microarquitectura)#Rendimiento o Fermi (microarquitectura)#Rendimiento .
- ^ ab Vulkan 1.2 sólo es compatible con tarjetas Kepler. [63]
- ^ La tarjeta GeForce 605 (OEM) es una GeForce 510 renombrada.
- ^ La tarjeta GeForce GT 610 es una GeForce GT 520 renombrada.
- ^ La tarjeta GeForce GT 620 (OEM) es una GeForce GT 520 renombrada.
- ^ La tarjeta GeForce GT 630 (DDR3, 128 bits, venta minorista) es una GeForce GT 430 (DDR3, 128 bits) renombrada.
- ^ La tarjeta GeForce GT 630 (GDDR5) es una GeForce GT 440 (GDDR5) renombrada.
- ^ La tarjeta GeForce GT 640 (OEM) GF116 es una GeForce GT 545 (DDR3) renombrada.
- ^ La tarjeta GeForce GT 645 (OEM) es una GeForce GTX 560 SE renombrada.
Serie GeForce 700
La serie GeForce 700 para computadoras de escritorio. Los chips GM107 están basados en Maxwell , los GF1xx están basados en Fermi y los chips GKxxx están basados en Kepler .
- ^ ab Sombreadores unificados : unidades de mapeo de texturas : unidades de salida de renderizado
- ^ ab Para calcular la potencia de procesamiento, consulte Maxwell (microarquitectura)#Rendimiento o Kepler (microarquitectura)#Rendimiento .
- ^ ab Max Boost depende de la calidad ASIC. Por ejemplo, algunas GTX TITAN con una calidad ASIC superior al 80 % pueden alcanzar 1019 MHz de forma predeterminada; una calidad ASIC inferior será de 1006 MHz o 993 MHz.
- ^ ab Maxwell admite la versión 1.3 de Vulkan, mientras que Kepler solo admite la versión 1.2 de Vulkan, Fermi no admite la API de Vulkan en absoluto. [63]
- ^ ab Kepler admite algunas funciones opcionales de la versión 11.1 en el nivel de funciones 11_0 a través de la API Direct3D 11.1, sin embargo, Nvidia no habilitó cuatro funciones no relacionadas con juegos para calificar a Kepler para el nivel 11_1. [75] [76]
- ^ La GeForce GT 705 (OEM) es una GeForce GT 610 renombrada, que a su vez es una GeForce GT 520 renombrada.
- ^ La GeForce GT 730 (DDR3, 64 bits) es una GeForce GT 630 (Rev. 2) renombrada.
- ^ La GeForce GT 730 (DDR3, 128 bits) es una GeForce GT 630 (128 bits) renombrada.
- ^ La GeForce GT 740 (OEM) es una GeForce GTX 650 renombrada.
- ^ abc Como una GPC Kepler puede rasterizar 8 píxeles por ciclo de reloj, las GPU GK110 completamente habilitadas (780 Ti/TITAN Black) solo pueden generar 40 píxeles por ciclo de reloj (5 GPC), a pesar de que hay 48 ROP y todas las unidades SMX presentes físicamente. Para GTX 780 y GTX 760, son posibles múltiples configuraciones de GPC con diferentes tasas de relleno de píxeles, según qué SMX se hayan deshabilitado en el chip: 5/4 GPC o 4/3 GPC, respectivamente.
- ^ La GeForce GTX 760 Ti (OEM) es una GeForce GTX 670 renombrada.
Serie GeForce 900
- Todos los modelos admiten las siguientes API : Direct3D 12_1, OpenGL 4.6, OpenCL 3.0 y Vulkan 1.3 [63] y CUDA 5.2
- Mejorar NVENC (YUV4:4:4, codificación predictiva sin pérdida).
- Añadir compatibilidad con hardware H265 en GM20x
- GM108 no tiene soporte para codificador de hardware NVENC .
- ^ Procesadores de sombreado principales : unidades de mapeo de texturas : unidades de salida de renderizado (multiprocesadores de transmisión)
- ^ ab Reloj base, Reloj de refuerzo
- ^ Para calcular la potencia de procesamiento, consulte Maxwell (microarquitectura)#Rendimiento .
- ^ La tasa de relleno de píxeles se calcula como la cantidad de ROP multiplicada por la velocidad del reloj del núcleo respectivo.
- ^ La tasa de relleno de textura se calcula como la cantidad de TMU multiplicada por la velocidad del reloj del núcleo respectivo.
- ^ Algunas tarjetas GTX950 se lanzaron sin conector de alimentación, alimentado únicamente por ranura PCIe. Estas tenían un consumo de energía y una TPD limitados a 75 W. [99]
- ^ abc Para acceder a su memoria, la GTX 970 distribuye los datos en 7 de sus 8 líneas de memoria física de 32 bits, a 196 GB/s. El último 1/8 de su memoria (0,5 GiB en una tarjeta de 4 GiB) se accede en una conexión solitaria de 32 bits no intercalada a 28 GB/s, una séptima parte de la velocidad del resto del espacio de memoria. Debido a que este grupo de memoria más pequeño utiliza la misma conexión que el séptimo carril al grupo principal más grande, compite con los accesos al bloque más grande que reducen el ancho de banda de memoria efectivo en lugar de agregarlo como lo haría una conexión independiente. [104]
Serie GeForce 10
- ^ La NVIDIA TITAN Xp y la Founders Edition GTX 1080 Ti no tienen un puerto DVI de doble enlace, pero se incluye en la caja un adaptador de DisplayPort a DVI de enlace único.
- ^ ab Procesadores de sombreado principales : unidades de mapeo de texturas : unidades de salida de renderizado (multiprocesadores de transmisión) (grupos de procesamiento de gráficos)
- ^ abcd Reloj base, Reloj de refuerzo
- ^ ab Para calcular la potencia de procesamiento, consulte Pascal (microarquitectura)#Rendimiento .
- ^ La tasa de relleno de píxeles se calcula como el menor de tres números: la cantidad de ROP multiplicada por la velocidad del reloj del núcleo base, la cantidad de rasterizadores multiplicada por la cantidad de fragmentos que pueden generar por rasterizador multiplicada por la velocidad del reloj del núcleo base y la cantidad de multiprocesadores de transmisión multiplicada por la cantidad de fragmentos por reloj que pueden generar multiplicado por la frecuencia del reloj base.
- ^ Como la GTX 1070 tiene una de las cuatro GPC GP104 deshabilitadas en el chip, su interfaz solo puede rasterizar 48 píxeles por reloj. [109] Análogamente, la GTX 1060 tiene solo dos GPC en su chip GP106, lo que significa que su interfaz solo puede rasterizar 32 píxeles por reloj. Los ROP restantes del backend aún se pueden usar para tareas como MSAA. [110]
- ^ La tasa de relleno de textura se calcula como la cantidad de TMU multiplicada por la velocidad del reloj del núcleo base.
- ^ Como la GTX 1070 tiene una de las cuatro GPC GP104 deshabilitadas en el chip, su interfaz solo puede rasterizar 48 píxeles por reloj. [109] Análogamente, la GTX 1060 tiene solo dos GPC en su chip GP106, lo que significa que su interfaz solo puede rasterizar 32 píxeles por reloj. Los ROP restantes del backend aún se pueden usar para tareas como MSAA. [110]
Serie Volta
- ^ Procesadores de sombreado principales : unidades de mapeo de texturas : unidades de salida de renderizado : núcleos tensoriales (multiprocesadores de transmisión) (grupos de procesamiento de gráficos)
- ^ ab Reloj base, Reloj de refuerzo
- ^ La tasa de relleno de píxeles se calcula como el menor de tres números: la cantidad de ROP multiplicada por la velocidad del reloj del núcleo base, la cantidad de rasterizadores multiplicada por la cantidad de fragmentos que pueden generar por rasterizador multiplicada por la velocidad del reloj del núcleo base y la cantidad de multiprocesadores de transmisión multiplicada por la cantidad de fragmentos por reloj que pueden generar multiplicado por la frecuencia del reloj base.
- ^ La tasa de relleno de textura se calcula como la cantidad de TMU multiplicada por la velocidad del reloj del núcleo base.
Serie GeForce 16
Serie RTX 20
- API compatibles : Direct3D 12 Ultimate (12_2), OpenGL 4.6, OpenCL 3.0, Vulkan 1.3 [63] y CUDA 7.5
- A diferencia de las generaciones anteriores, las tarjetas RTX Non-Super (RTX 2070, RTX 2080, RTX 2080 Ti) Founders Edition ya no tienen relojes de referencia, sino que son "Factory-OC". Sin embargo, las RTX Supers (RTX 2060 Super, RTX 2070 Super y RTX 2080 Super) Founders Edition sí tienen relojes de referencia.
- NVENC 6ta generación ( B-frame , etc.)
- ^ ab Procesadores de sombreado principales : unidades de mapeo de texturas : unidades de salida de renderizado : núcleos tensoriales (o núcleos FP16 en la serie GeForce 16): núcleos de trazado de rayos (multiprocesadores de transmisión) (grupos de procesamiento de gráficos)
- ^ abcd Reloj base, Reloj de refuerzo
- ^ La tasa de relleno de píxeles se calcula como el menor de tres números: la cantidad de ROP multiplicada por la velocidad del reloj del núcleo base, la cantidad de rasterizadores multiplicada por la cantidad de fragmentos que pueden generar por rasterizador multiplicada por la velocidad del reloj del núcleo base y la cantidad de multiprocesadores de transmisión multiplicada por la cantidad de fragmentos por reloj que pueden generar multiplicado por la frecuencia del reloj base.
- ^ La tasa de relleno de textura se calcula como la cantidad de TMU multiplicada por la velocidad del reloj del núcleo base.
- ^ Boost de las Ediciones Fundadores, ya que no existe una versión de referencia de esta carta.
Serie RTX 30
- API compatibles : Direct3D 12 Ultimate (12_2), OpenGL 4.6, OpenCL 3.0, Vulkan 1.3 [63] y CUDA 8.6
- Conexiones de pantalla compatibles: HDMI 2.1, DisplayPort 1.4a
- NVENC 7ma generación
- Núcleo tensor de tercera generación
- RT Core 2da generación
- Entrada y salida de RTX
- NVDEC mejorado con decodificación AV1
- NVIDIA DLSS 2.0
Serie RTX 40
- API compatibles : Direct3D 12 Ultimate (12_2), OpenGL 4.6, OpenCL 3.0, Vulkan 1.3 y CUDA 8.9 [172]
- Conexiones de pantalla compatibles: HDMI 2.1, DisplayPort 1.4a
- Núcleo tensor de cuarta generación
- Núcleo RT de tercera generación
- NVIDIA DLSS 3
- NVIDIA DLSS 3.5
- Reordenamiento de la ejecución de sombreadores
- Codificación de hardware de función fija AV1 de doble NVENC con resolución 8K, 10 bits y 60 FPS [173] [174]
- Micromapas de opacidad (OMM)
- Micromallas de desplazamiento (DMM)
- Sin soporte NVLink, Multi-GPU sobre PCIe 5.0 [175] [176]
GPU móviles
Las GPU móviles están soldadas a la placa base o a algún módulo PCI Express móvil (MXM).
Serie GeForce2 Go
Serie GeForce4 Go
- Todos los modelos se fabrican mediante un proceso de fabricación de 150 nm.
Serie GeForce FX Go 5 (Go 5xxx)
La serie GeForce FX Go 5 para arquitectura de portátiles.
Serie GeForce Go 6 (Go 6xxx)
Serie GeForce Go 7 (Go 7xxx)
La serie GeForce Go 7 para arquitectura de portátiles.
Serie GeForce 8M (8xxxM)
La serie GeForce 8M para portátiles con arquitectura Tesla .
Serie GeForce 9M (9xxxM)
La arquitectura de la serie GeForce 9M para portátiles. Tesla (microarquitectura)
Serie GeForce 100M (1xxM)
La serie GeForce 100M para la arquitectura de portátiles. Tesla (microarquitectura) (103M, 105M, 110M, 130M son GPU con una nueva marca, es decir, utilizan los mismos núcleos de GPU de la generación anterior, 9M, con la optimización prometida en otras funciones)
Serie GeForce 200M (2xxM)
La serie GeForce 200M es una arquitectura de procesador gráfico para portátiles, Tesla (microarquitectura)
Serie GeForce 300M (3xxM)
La serie GeForce 300M para portátiles, arquitectura Tesla (microarquitectura)
Serie GeForce 400M (4xxM)
La arquitectura de la serie GeForce 400M para portátiles, Fermi (microarquitectura)
- 1 Sombreadores unificados : unidades de mapeo de texturas : unidades de salida de renderizado
- 2 Para calcular la potencia de procesamiento, consulte Fermi (microarquitectura)#Rendimiento .
- 3 Cada SM en el GF100 también contiene 4 unidades de dirección de textura y 16 unidades de filtrado de textura. En total, para el GF100 completo, 64 unidades de dirección de textura y 256 unidades de filtrado de textura. [60] Cada SM en la arquitectura GF104/106/108 contiene 8 unidades de filtrado de textura por cada unidad de dirección de textura. El chip GF104 completo contiene 64 unidades de dirección de textura y 512 unidades de filtrado de textura, el chip GF106 completo contiene 32 unidades de dirección de textura y 256 unidades de filtrado de textura y el chip GF108 completo contiene 16 unidades de dirección de textura y 128 unidades de filtrado de textura.
Serie GeForce 500M (5xxM)
La serie GeForce 500M para arquitectura de portátiles.
GeForce 600M (6xxM) series
The GeForce 600M 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.
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.
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.
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.
GeForce 10 series
GeForce 16 series
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.[246]
- 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)
- ^ a b Base clock, Boost clock
- ^ 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.
- ^ Texture fillrate is calculated as the number of TMUs multiplied by the base core clock speed.
GeForce 30 series
- ^ Which base and boost core clockspeeds the GPU has depends on the TDP configuration set by the system builder
- ^ 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)
- ^ a b Base clock, Boost clock.
- ^ 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.
- ^ Texture fillrate is calculated as the number of TMUs multiplied by the base core clock speed.
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) [272]
- SER [273]
- ^ Which base and boost core clockspeeds the GPU has depends on the TDP configuration set by the system builder
- ^ Main Shader Processors : Texture Mapping Units : Render Output Units : Tensor Cores : Ray-tracing Cores (Streaming Multiprocessors) (Graphics Processing Clusters)
- ^ a b Base clock, Boost clock.
- ^ 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.
- ^ Texture fillrate is calculated as the number of TMUs multiplied by the core clock speed.
GeForce MX series
- ^ Shader Processors : Texture mapping units : Render output units : Streaming Multiprocessors : Ray tracing cores : Tensor Cores
- ^ a b Base clock, Boost clock
- ^ 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.
- ^ Texture fillrate is calculated as the number of TMUs multiplied by the base core clock speed.
Workstation GPUs
Quadro
Quadro FX series
Quadro FX (x300) series
Quadro FX (x400) series
Quadro FX (x500) series
Quadro FX (x600) series
Quadro FX (x700) series
Quadro FX (x800) series
Quadro x000 series
Quadro Kxxx series
Quadro Mxxx series
Quadro Pxxx series
Quadro GVxxx series
Quadro Tx00/Tx000 series
Quadro RTX x000 series
RTX Ax000 series
RTX Ada Generation
Quadro NVS
Mobile Workstation GPUs
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.
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
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.
Quadro (Px200) series
Quadro RTX / T x000 series
Mobile version of the Quadro RTX / T x000 series.
RTX Ax000 series
Mobile version of the RTX Ax000 series.
RTX Ada Generation
Mobile version of the RTX Ada Generation
- 1 CUDA cores: RT cores: Tensor cores
Mobility Quadro NVS series
Mobility NVS series
Tegra GPU
Data Center GPUs
GRID
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.[386]
- ^ a b c Specifications not specified by Nvidia assumed to be based on the GeForce 8800 GTX
- ^ a b c d Specifications not specified by Nvidia assumed to be based on the GeForce GTX 280
- ^ a b Specifications not specified by Nvidia assumed to be based on the Quadro FX 5800
- ^ a b c d e f With ECC on, a portion of the dedicated memory is used for ECC bits, so the available user memory is reduced by 12.5%. (e.g. 4 GB total memory yields 3.5 GB of user available memory.)
Console/Handheld GPUs
See also
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External links
- OpenGL 2.0 support on Nvidia GPUs (PDF document)
- Release Notes for Nvidia OpenGL Shading Language Support (PDF document)