List Of Nvidia Graphics Processing Units
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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 Comparison of Nvidia nForce chipsets, 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 The 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). * ''Semiconductor device fabrication, Fab'' – Fabrication process. Average feature size of components of the processor. * ''Bus (computing), Bus interface'' – Bus by which the graphics processor is attached to the system (typically an expansion slot, such as PCI, AGP, or PCI-Express). * ''Random-access memory, Memory'' – The amount of graphics memory available to the processor. * ''SM Count'' – Number of streaming multiprocessors. * ''Core Clock rate, 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 (computing), Bandwidth'' – 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 section'' **''Direct3D'' – Maximum version of Direct3D fully supported. ** ''OpenGL'' – Maximum version of OpenGL fully supported. **OpenCL – Maximum version of OpenCL fully supported. **Vulkan (API), Vulkan – Maximum version of Vulkan fully supported. * ''Features'' – Added features that are not standard as a part of the two graphics libraries.


Desktop GPUs


Pre-GeForce


GeForce 256 series

* All models are made via TSMC 250 nm process, 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 180 nm process, 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 180 nm process, 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 Spatial anti-aliasing, 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 Spatial anti-aliasing, 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.


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#Version features and specifications, CUDA


GeForce 9 (9xxx) series

* All models support Coverage Sample Anti-Aliasing, Angle-Independent Anisotropic Filtering, 128-bit OpenEXR HDR


Features

* Compute Capability: 1.1 has support for Atomic functions, which are used to write thread-safe programs.


GeForce 100 series


GeForce 200 series

* All models support Coverage Sample Anti-Aliasing, Angle-Independent Anisotropic Filtering, 240-bit OpenEXR HDR


Features

* Compute Capability: 1.1 (G92 [GTS250] GPU) * Compute Capability: 1.2 (GT215, GT216, GT218 GPUs) * Compute Capability: 1.3 has Double precision floating-point format, double precision support for use in GPGPU applications. (GT200a/b GPUs only)


GeForce 300 series

* All models support the following Application programming interface, API levels: Direct3D 10.1 and OpenGL 3.3


GeForce 400 series

* All cards have a PCIe 2.0 x16 Computer bus, Bus I/O interface, 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.


GeForce 500 series


GeForce 600 series

* Add Nvidia NVENC, NVENC on GTX cards * Several 600 series cards are rebranded 400 or 500 series cards.


GeForce 700 series

The GeForce 700 series for desktop. The GM107-chips are Maxwell (microarchitecture), Maxwell-based, the GKxxx-chips Kepler (microarchitecture), Kepler. * Improve Nvidia NVENC, NVENC


GeForce 900 series

* All models support the following Application programming interface, APIs: Direct3D 12_1, OpenGL 4.6, OpenCL 3.0 and Vulkan (API), Vulkan 1.3 and CUDA 5.2 *Improve Nvidia NVENC, NVENC (YUV4:4:4, predictive lossless encoding). *Add High Efficiency Video Coding, H265 hardware support on GM20x *GM108 does not have NVENC hardware encoder support.


GeForce 10 series

* Supported display standards: DisplayPort 1.4, DP 1.4 (no Display Stream Compression, DSC), HDMI 2.0b, Digital Visual Interface, Dual-link DVI * Supported Application programming interface, APIs: Direct3D 12 (12_1), OpenGL 4.6, OpenCL 3.0, Vulkan (API), Vulkan 1.3 and CUDA 6.1 * Improved Nvidia NVENC, NVENC (HEVC Main10, decode 8K resolution, 8K30, etc.)


Volta series

* Supported Application programming interface, APIs: Direct3D 12 (12_1), OpenGL 4.6, OpenCL 3.0, Vulkan (API), Vulkan 1.3 and CUDA 7.0


GeForce 16 series

* Supported Application programming interface, APIs: Direct3D 12 (feature level 12_1), OpenGL 4.6, OpenCL 3.0, Vulkan (API), Vulkan 1.3 and CUDA 7.5 * Nvidia NVENC, NVENC 6th generation (B frame, B-frame, etc.) * TU117 only supports Volta Nvidia NVENC, NVENC (5th generation)


GeForce 20 series

* Supported Application programming interface, APIs: Direct3D 12 Ultimate (12_2), OpenGL 4.6, OpenCL 3.0, Vulkan (API), Vulkan 1.3 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, B-frame, etc.)


GeForce 30 series

* Supported Application programming interface, APIs: Direct3D 12 Ultimate (12_2), OpenGL 4.6, OpenCL 3.0, Vulkan (API), Vulkan 1.3 and CUDA 8.6 * Supported display connections: HDMI 2.1, DisplayPort 1.4a * NVENC 7th generation * Tensor Core, Tensor core 3rd gen * RT core 2nd gen * RTX IO * Improved Nvidia NVDEC, NVDEC with AV1 decode * NVIDIA DLSS 2.0


GeForce 40 series

*Supported Application programming interface, APIs: Direct3D 12 Ultimate (12_2), OpenGL 4.6, OpenCL 3.0, Vulkan (API), Vulkan 1.3 and CUDA 8.9 *Supported display connections: HDMI 2.1, DisplayPort 1.4a *Tensor Core, Tensor core 4th gen *RT core 3rd gen *NVIDIA DLSS, DLSS 3 *No NVLink support


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 (microarchitecture), Tesla. * 1 Unified shader model, Unified shaders: texture mapping units: render output units


GeForce 9M (9xxxM) series

The GeForce 9M series for notebooks architecture. Tesla (microarchitecture) * 1 Unified shader model, 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 shader model, 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 shader model, Unified shaders: texture mapping units: render output units


GeForce 300M (3xxM) series

The GeForce 300M series for notebooks architecture, Tesla (microarchitecture) * 1 Unified shader model, 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 shader model, 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. * 1 Unified shader model, Unified shaders: texture mapping units: render output units * 2 On Some Dell XPS17


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. * 1 Unified shader model, 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 shader model, Unified shaders: texture mapping units: render output units *Non GTX Graphics, lack support NVENC


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 shader model, Unified shaders: texture mapping units: render output units *810M to 845M Graphics lack support NVENC


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 shader model, Unified shaders: texture mapping units: render output units *920M to 940M Graphics lack support NVENC


GeForce 10 series

* Unified shader model, Unified shaders: texture mapping units: render output units *Improve NVENC (Better support H265, VP9...) *MX Graphics lack support NVENC


GeForce 16 series

* Supported Application programming interface, APIs: Direct3D 12 (12_1), OpenGL 4.6, OpenCL 3.0, Vulkan (API), Vulkan 1.3 and CUDA 7.5, improve Nvidia NVENC, NVENC *No Scalable Link Interface, SLI, no TensorCore and no Ray tracing (graphics), Raytracing hardware acceleration.


GeForce 20 series

* Supported Application programming interface, APIs: Direct3D 12 (12_2), OpenGL 4.6, OpenCL 3.0, Vulkan (API), Vulkan 1.3 and CUDA 7.5, improve Nvidia NVENC, NVENC (Support B-Frame on High Efficiency Video Coding, H265...) * MX Graphics lack NVENC and they are based on Pascal architecture. *Add TensorCore and Ray tracing (graphics), Ray tracing hardware acceleration, RTX IO (Only on RTX cards) *Nvidia DLSS


GeForce 30 series

* Supported Application programming interface, APIs: Direct3D 12 Ultimate (12_2), OpenGL 4.6, OpenCL 3.0, Vulkan (API), Vulkan 1.3 and CUDA 8.6 *Tensor Core, Tensor core 3rd gen *RT core 2nd gen *RTX IO *Improved Nvidia NVDEC, NVDEC (Added AV1)


GeForce MX series


Workstation GPUs


Quadro

* 1 Vertex shaders: pixel 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 (x600) series

* 1 Vertex shaders: pixel shaders: texture mapping units: render output units * 2 Unified shader model, Unified shaders: texture mapping units: render output units


Quadro FX (x700) series

* 1Unified shader model, Unified shaders: texture mapping units: render output units


Quadro FX (x800) series

* 1Unified shader model, Unified shaders: texture mapping units: render output units


Quadro x000 series

* 1 Unified shader model, 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


Quadro Kxxx series

* 1Unified shader model, Unified shaders: texture mapping units: render output units


Quadro Mxxx series

* 1Unified shader model, Unified shaders: texture mapping units: render output units: streaming multiprocessors


Quadro Pxxx series

* 1Unified shader model, Unified shaders: texture mapping units: render output units: streaming multiprocessors


Quadro GVxxx series

* 1 Unified shader model, Unified shaders: texture mapping units: render output units: streaming multiprocessors: tensor cores


Quadro Tx00/Tx000 series

* 1 Unified shader model, Unified shaders: texture mapping units: render output units: streaming multiprocessors


Quadro RTX x000 series

* 1 Unified shader model, Unified shaders: texture mapping units: render output units: streaming multiprocessors: tensor cores


RTX Ax000 series

* 1 Unified shader model, Unified shaders: texture mapping units: render output units: streaming multiprocessors: tensor cores


Quadro NVS

* 1 Vertex shaders: pixel shaders: texture mapping units: render output units * 2 Unified shader model, 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.


Mobile Workstation GPUs


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 shader model, Unified shaders: texture mapping units: render output units


Quadro FX (x500M) series

GeForce 7-Series based. * 1 Vertex shaders: pixel shaders: texture mapping units: render output units


Quadro FX (x600M) series

GeForce 8-Series (except FX 560M and FX 3600M) based. First Quadro Mobile line to support DirectX 10. * 1Unified shader model, Unified shaders: texture mapping units: render output units


Quadro FX (x700M) series

* 1Unified shader model, Unified shaders: texture mapping units: render output units


Quadro FX (x800M) series

The last DirectX 10 based Quadro mobile cards. *1Unified shader model, Unified shaders: texture mapping units: render output units


Quadro (xxxxM) series

* 1 Unified shader model, 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

* 1Unified shader model, Unified shaders: texture mapping units: render output units


Quadro (Kx100M) series

* 1Unified shader model, Unified shaders: texture mapping units: render output units


Quadro (Kx200M) series

* 1Unified shader model, Unified shaders: texture mapping units: render output units


Quadro (Mx000M) series

* 1Unified shader model, Unified shaders: texture mapping units: render output units


Quadro (Mx200) series

* 1Unified shader model, Unified shaders: texture mapping units: render output units


Quadro (Mx500) series

* 1Unified shader model, Unified shaders: texture mapping units: render output units


Quadro (Px000) series

* 1Unified shader model, Unified shaders: texture mapping units: render output units: streaming multiprocessors


Quadro (Px200) series

* 1Unified shader model, Unified shaders: texture mapping units: render output units: streaming multiprocessors


Quadro RTX / T x000 series

* 1 Unified shader model, Unified shaders: texture mapping units: render output units: streaming multiprocessors: tensor cores (or FP16 Cores in T x000 Series)


RTX Ax000 series

* 1 Unified shader model, Unified shaders: texture mapping units: render output units: streaming multiprocessors: tensor cores


Mobility Quadro NVS series

* 1 Vertex shaders: pixel shaders: texture mapping units: render output units * 2 Unified shader model, Unified shaders: texture mapping units: render output units


Mobility NVS series

* 1Unified shader model, Unified shaders: texture mapping units: render output units


Tegra GPU


Data Center GPUs


GRID

* Data from GRID GPUS


Tesla


Console GPUs

* 1 Pixel shaders: vertex shaders: texture mapping units: render output units * 2 Unified shader model, Unified shaders: Texture mapping units : Render output units


See also

* nouveau (software) * Scalable Link Interface (SLI) * TurboCache * Tegra * Apple M1 * CUDA *Nvidia NVDEC *Nvidia NVENC *Adreno, Qualcomm Adreno *Mali (GPU), ARM Mali * Comparison of Nvidia nForce chipsets * List of AMD graphics processing units * List of Intel graphics processing units * Imageon by ATI Technologies, ATI (Now Advanced Micro Devices, AMD)


References


External links


OpenGL 2.0 support on Nvidia GPUs (PDF document)

Release Notes for Nvidia OpenGL Shading Language Support (PDF document)
{{DEFAULTSORT:Nvidia graphics processing units Computing comparisons Nvidia graphics processors, Graphics cards, *Nvidia Lists of microprocessors