List of Nvidia graphics processing units
This list contains general information about graphics processing units 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 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.
- Fab – Fabrication process. Average feature size of components of the processor.
- Bus interface – Bus by which the graphics processor is attached to the system.
- 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. 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 GPU.
- Memory subsection
- *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 – 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
- 1 Pixel pipelines: texture mapping units: render output units
GeForce 256 series
- All models are made via 220 nm fabrication process
- All models support Direct3D 7.0 and OpenGL 1.2
- All models support hardware Transform and Lighting and Cube Environment Mapping
- 1 Pixel pipelines: texture mapping units: render output units
GeForce2 series
- All models support Direct3D 7 and OpenGL 1.2
- All models support TwinView Dual-Display Architecture, Second Generation Transform and Lighting, Nvidia Shading Rasterizer, High-Definition Video Processor
- GeForce2 MX models support Digital Vibrance Control
- 1 Pixel pipelines: texture mapping units: render output units
GeForce3 series
- All models are made via 150 nm fabrication process
- All models support Direct3D 8.0 and OpenGL 1.3
- All models support 3D Textures, Lightspeed Memory Architecture, nFiniteFX Engine, Shadow Buffers
- 1Pixel shaders: vertex shaders: texture mapping units: render output units
GeForce4 series
- All models are manufactured with a 150 nm manufacturing process
- All models support Accuview Antialiasing, Lightspeed Memory Architecture II, nView
- 1Pixel shaders: vertex shaders: texture mapping units: render output units
- 2 GeForce4 Ti4400 8x: Card manufacturers utilizing this chip, labeled the card as a Ti4800SE. The surface of the chip has "Ti-8x" printed on it.
- 3 GeForce4 Ti4600 8x: Card manufacturers utilizing this chip, labeled the card as a Ti4600, and in some cases as a Ti4800. The surface of the chip has "Ti-8x" printed on it, as well as "4800" printed at the bottom.
GeForce FX (5xxx) series
- All models support Direct3D 9.0a and OpenGL 1.5
- The GeForce FX series runs vertex shaders in an array
- 1 Pixel shaders: vertex shaders: texture mapping units: render output units
GeForce 6 (6xxx) series
- All models support Direct3D 9.0c and OpenGL 2.1
- All models support Transparency AA and PureVideo
- 1 Pixel shaders: vertex shaders: texture mapping units: render output units
Features
GeForce 7 (7xxx) series
- All models support Direct3D 9.0c and OpenGL 2.1
- All models support Transparency AA
- 1 Pixel shaders: vertex shaders: texture mapping units: render output units
Features
GeForce 8 (8xxx) series
All models support coverage sample anti-aliasing, angle-independent anisotropic filtering, and 128-bit OpenEXR HDR.- 1 Unified shaders: texture mapping units: render output units
- 2 Full G80 contains 32 texture address units and 64 texture filtering units unlike G92 which contains 64 texture address units and 64 texture filtering units
- 3 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
- 1 Unified shaders: texture mapping units: render output units
- 2 To calculate the processing power see Tesla #Performance.
Features
- Compute Capability: 1.1 has support for Atomic functions, which are used to write thread-safe programs.
GeForce 100 series
- 1 Unified shaders: texture mapping units: render output units
- 2 To calculate the processing power see Tesla #Performance.
GeForce 200 series
- 1 Unified shaders: texture mapping units: render output units
- 2 To calculate the processing power see Tesla #Performance.
Features
Compute Capability: 1.2
Compute Capability: 1.3 has double precision support for use in GPGPU applications.
GeForce 300 series
- 1 Unified shaders: texture mapping units: render output units
- 2 To calculate the processing power see Tesla #Performance.
- All models support the following API levels: Direct3D 10.1 and OpenGL 3.3
GeForce 400 series
- All cards have a PCIe 2.0 ×16 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.
- 1 Unified shaders: texture mapping units: render output units
- 2 To calculate the processing power see Fermi #Performance.
- 3 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. 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.
- 4 Note that while GTX 460's TBP is comparable to that of AMD's HD5000 series, GF100-based cards are rated much lower but pull significantly more power, e.g. GTX 480 with 250W TBP consumes More power than an HD 5970 with 297W TBP.
- 6 The 400 series is the only non-OEM family since GeForce 8 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 MB of memory at 3600 MHz and 672 shader processors at 1400 MHz and was offered at the MSRP of $429.
- 7 The GeForce 405 card is a rebranded GeForce 310 which itself is a rebranded GeForce 210.
GeForce 500 series
- 1 Unified shaders: texture mapping units: render output units
- 2 To calculate the processing power see Fermi #Performance.
- 3 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. 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.
- 4 Internally referred to as GF104B
- 5 Internally referred to as GF100B
- 6 Similar to previous generation, GTX 580 and most likely future GTX 570, while reflecting its improvement over GF100, still have lower rated TBP and higher power consumption, e.g. GTX580 is slightly less power hungry than GTX 480. This is managed by clock throttling through drivers when a dedicated power hungry application is identified that could breach card TBP. Application name changing will disable throttling and enable full power consumption, which in some cases could be close to that of GTX480.
- 7 Some companies have announced that they will be offering the GTX580 with 3GB RAM.
- 9 1024 MB RAM on 192-bit bus assemble with 4 × + 2 ×.
GeForce 600 series
- 1 Unified shaders: texture mapping units: render output units
- 2 The GeForce 605 card is a rebranded GeForce 510.
- 3 The GeForce GT 610 card is a rebranded GeForce GT 520.
- 4 The GeForce GT 620 card is a rebranded GeForce GT 520.
- 5 The GeForce GT 620 card is a rebranded GeForce GT 430.
- 6 The GeForce GT 630 card is a rebranded GeForce GT 430.
- 7 The GeForce GT 630 card is a rebranded GeForce GT 440.
- 8 The GeForce GT 640 card is a rebranded GeForce GT 545.
- 9 The GeForce GT 645 card is a rebranded GeForce GTX 560 SE.
- 10 To calculate the processing power see Kepler #Performance, or Fermi #Performance.
- Add NVENC on GTX cards
GeForce 700 series
- Improve NVENC
- 1 Unified shaders: texture mapping units: render output units
- 2 Max Boost depends on ASIC quality. For example, some GTX TITAN with over 80% ASIC quality can hit 1019 MHz by default, lower ASIC quality will be 1006 MHz or 993 MHz.
- 3 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.
- 4 The GeForce GT 705 is a rebranded GeForce GT 610, which itself is a rebranded GeForce GT 520.
- 5 The GeForce GT 730 is a rebranded GeForce GT 630.
- 6 The GeForce GT 730 is a rebranded GeForce GT 630.
- 7 The GeForce GT 740 is a rebranded GeForce GTX 650.
- 8 The GeForce GTX 760 Ti is a rebranded GeForce GTX 670.
- 9 To calculate the processing power see Maxwell #Performance, or Kepler #Performance.
- 10 As a Kepler GPC is able to rasterize 8 pixels per clock, fully enabled GK110 GPUs can only output 40 pixels per clock, 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, OpenGL 4.6, OpenCL 1.2 and Vulkan 1.2
- Improve NVENC.
- Add H265 hardware support on GM20x
- GM108 does not have NVENC hardware encoder support.
GeForce 10 series
- Supported display standards: DP 1.4, HDMI 2.0b, Dual-link DVI
- Supported APIs: Direct3D 12, OpenGL 4.6, OpenCL 1.2, Vulkan 1.2 and CUDA 6.1
- Improve NVENC
Volta series
- Supported APIs: Direct3D 12, OpenGL 4.6, OpenCL 1.2, Vulkan 1.2 and CUDA 7.0
GeForce 16 series
- Supported APIs: Direct3D 12, OpenGL 4.6, OpenCL 1.2, Vulkan 1.2 and CUDA 7.5
- NVENC 6th generation
- TU117 only supports Volta NVENC
GeForce 20 series
- Unlike previous generations the RTX Non-Super Founders Edition cards no longer have reference clocks, but are "Factory-OC". However, RTX Supers Founders Edition are reference clocks.
- NVENC 6th generation
Mobile GPUs
GeForce2 Go series
- All models are manufactured with a 180 nm manufacturing process
- All models support Direct3D 7.0 and OpenGL 1.2
- 1Pixel shaders: vertex shaders: texture mapping units: render output units
GeForce4 Go series
- All models are made via 150 nm fabrication process
- 1Pixel shaders: vertex shaders: texture mapping units: render output units
GeForce FX Go 5 (Go 5xxx) series
- 1 Vertex shaders: pixel shaders: texture mapping units: render output units
- * NV31, NV34 and NV36 are 2×2 pipeline designs if running vertex shader, otherwise they are 4×1 pipeline designs.
- ** GeForce FX series has limited OpenGL 2.1 support.
GeForce Go 6 (Go 6xxx) series
- All models support Direct3D 9.0c and OpenGL 2.1
- 1 Pixel shaders: vertex shaders: texture mapping units: render output units
GeForce Go 7 (Go 7xxx) series
- 1 Vertex shaders: pixel shaders: texture mapping units: render output units
- 2 Graphics card supports TurboCache, memory size entries in bold indicate total memory, otherwise entries are graphics RAM only
GeForce 8M (8xxxM) series
- 1 Unified shaders: texture mapping units: render output units
GeForce 9M (9xxxM) series
- 1 Unified shaders: texture mapping units: render output units
GeForce 100M (1xxM) series
- 1 Unified shaders: texture mapping units: render output units
GeForce 200M (2xxM) series
- 1 Unified shaders: texture mapping units: render output units
GeForce 300M (3xxM) series
- 1 Unified shaders: texture mapping units: render output units
- 2 To calculate the processing power see Tesla #Performance.
GeForce 400M (4xxM) series
- 1 Unified shaders: texture mapping units: render output units
- 2 To calculate the processing power see Fermi #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
- 1 Unified shaders: texture mapping units: render output units
- 2 On Some Dell XPS17
GeForce 600M (6xxM) series
- 1 Unified shaders: texture mapping units: render output units
- Non GTX Graphics, lack support NVENC
GeForce 700M (7xxM) series
- 1 Unified shaders: texture mapping units: render output units
- Non GTX Graphics, lack support NVENC
GeForce 800M (8xxM) series
- 1 Unified shaders: texture mapping units: render output units
- 810M to 845M Graphics lack support NVENC
GeForce 900M (9xxM) series
- 1 Unified shaders: texture mapping units: render output units
- 920M to 940M Graphics lack support NVENC
GeForce 10 series
- Unified shaders: texture mapping units: render output units
- Improve NVENC
- MX Graphics lack support NVENC
GeForce 16 series
- Supported APIs: Direct3D 12, OpenGL 4.6, OpenCL 1.2, Vulkan 1.1 and CUDA 7.5, improve NVENC
- No SLI, no TensorCore and no Raytracing hardware acceleration.
GeForce 20 series
- Supported APIs: Direct3D 12, OpenGL 4.6, OpenCL 1.2, Vulkan 1.1 and CUDA 7.5, improve NVENC
- MX Graphics lack NVENC and they are based on Pascal architecture.
- Add TensorCore and Ray tracing hardware acceleration
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 shaders: texture mapping units: render output units
Quadro FX (x700) series
- 1Unified shaders: texture mapping units: render output units
Quadro FX (x800) series
- 1Unified shaders: texture mapping units: render output units
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
Quadro Kxxx series
- 1Unified shaders: texture mapping units: render output units
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 RTX x000 series
- 1 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 shaders: texture mapping units: render output units
- * NV31, NV34 and NV36 are 2×2 pipeline designs if running vertex shader, otherwise they are 4×1 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 6. Precise reliable statistics on early mobile workstation chips are scarce and conflicting between Nvidia press releases and product lineups with GPU databases.- 1 Vertex shaders: pixel shaders: texture mapping units: render output units
- 2 Unified shaders: texture mapping units: render output units
Quadro FX (x500M) series
- 1 Vertex shaders: pixel shaders: texture mapping units: render output units
Quadro FX (x600M) series
- 1Unified shaders: texture mapping units: render output units
Quadro FX (x700M) series
- 1Unified shaders: texture mapping units: render output units
Quadro FX (x800M) series
- 1Unified shaders: texture mapping units: render output units
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
- 1Unified shaders: texture mapping units: render output units
Quadro (Kx100M) series
- 1Unified shaders: texture mapping units: render output units
Quadro (Kx200M) series
- 1Unified shaders: texture mapping units: render output units
Quadro (Mx000M) series
- 1Unified shaders: texture mapping units: render output units
Quadro (Mx200) series
- 1Unified shaders: texture mapping units: render output units
Quadro (Mx500) series
- 1Unified shaders: texture mapping units: render output units
Quadro (Px000) 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 / T x000 series
- 1 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 shaders: texture mapping units: render output units
Mobility NVS series
- 1Unified shaders: texture mapping units: render output units
Data Center GPUs
GRID
- Data from GRID GPUS
Tesla
Console GPUs
- 1 Pixel shaders: vertex shaders: texture mapping units: render output units
- 2 Unified shaders: Texture mapping units : Render output units