Comparison of Nvidia graphics processing units

This page contains general information about NVIDIA's GPUs and videocards based on official NVIDIA specifications.

Contents

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Direct X version note

Direct X version indicates which graphics acceleration operations the card supports.

  • Direct X 6.0 - Multitexturing
  • Direct X 7.0 - Hardware Transformation, Clipping and Lighting (TCL/T&L)
  • Direct X 8.0 - Shader Model 1.1
  • DirectX 8.1 - Pixel Shader 1.3/1.4 & Vertex Shader 1.1
  • DirectX 9.0/a - Shader Model 2.0 or Shader Model 2.0 extended
  • DirectX 9.0b - Pixel Shader 2.0a/b & Vertex Shader 2.0a/b
  • DirectX 9.0c - Shader Model 3.0, GPGPU
  • DirectX 9.0L - Windows Vista only, Vista version of DirectX 9.0c, Shader Model 3.0, Windows Graphic Foundation 1.0, DXVA 1.0, GPGPU
  • Direct3D 10 - Windows Vista/7, Shader Model 4.0, Windows Graphic Foundation 2.0, DXVA 2.0, GPGPU
  • Direct3D 10.1 - Windows Vista/7, Shader Model 4.1, Windows Graphic Foundation 2.1, DXVA 2.1, GPGPU
  • DirectX 11 - Windows Vista/7, Shader Model 5.0, Tessellation, Multithreaded rendering, Compute shaders, supported by hardware and software running Direct3D 9/10/10.1, GPGPU

    OpenGL version note

    OpenGL version indicates which graphics acceleration operations the card supports.

  • OpenGL 1.1 - Texture objects
  • OpenGL 1.2 - 3D textures, BGRA and packed pixel formats [1]
  • OpenGL 1.3 - Multitexturing, multisampling, texture compression
  • OpenGL 1.4 - Depth textures
  • OpenGL 1.5 - VBO, Occlusion Querys [2]
  • OpenGL 2.0 - GLSL 1.1, MRT, Non Power of Two textures, Point Sprites, Two-sided stencil [2]
  • OpenGL 2.1 - GLSL 1.2, Pixel Buffer Object (PBO), sRGB Textures [2]
  • OpenGL 3.0 - GLSL 1.3, Texture Arrays, Conditional rendering, FBO [3]

Field Explanations

The fields in the table listed below describe the following:

  • Model - The Marketing name for the processor assigned by NVIDIA.
  • Year - Year 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 max - The maximum amount of memory used by the processor.
  • Core Clock max - The maximum factory core clock frequency (used as some manufacturers adjust clocks lower and higher, this number will always be the reference clocks used by NVIDIA).
  • Memory Clock max - The maximum factory effective memory clock frequency (used as 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.
  • Config Core - 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 fillrate in Textured Pixels per second. This number is generally used as a "maximum throughput number" for the GPU and generally, a higher fillrate corresponds to a more powerful (and faster) GPU.
  • Memory Subsection
    • Bandwidth max - Maximum theoretical bandwidth for the processor at factory clock with factory bus width. GB=10^9 bytes.
    • Bus Type - Type of memory bus or buses utilized.
    • Bus Width - Maximum Bit width of the memory bus or buses utilized. This will always be a factory bus width.
  • Graphics Library Support Section
    • DirectX - Maximum version of Direct3D fully supported.
    • OpenGL - Maximum version of OpenGL fully supported.
  • Features - Additional features that are not standard as a part of the two Graphics libraries.

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