All models are built on the TSMC 220 nm process and support Direct3D 7.0,OpenGL 1.2, hardware Transform, Lighting (T&L), & Cube Environment Mapping.
GeForce2 series
All models are built on the TSMC 180 nm process and support Direct3D 7.0, TwinView Dual-Display Architecture, Second-Generation Transform and Lighting (T&L), Nvidia Shading Rasterizer (NSR), & High-Definition Video Processor (HDVP).
All GeForce2 MX models support OpenGL 1.2 & Digital Vibrance Control (DVC).
12NVIDIA officially advertises 1/4 the maximum GV/s for Vertex Shader's performance compared to the theoretical maximum as it is more realistic for real world applications.
↑Lacks support for 1080p video decoding as well as support for certain video formats. Only supports up to 720p/1080i.
GeForce 7 (7xxx) series
All models support Direct3D 9.0c (9_3), PureVideo 1 with VP1 Engine, & Transparency AA (starting with version 91.47 of the ForceWare drivers)
All models using a GXX based core support gamma-correct antialiasing & 64-bit OpenEXR HDR.
Models 7050 + nForce 610i through the 7300 GS support TurboCache.
↑Ray tracing performance is a rough estimate provided by NVIDIA, as it is not fundamentally possible to calculate exact performance values for RT cores working together. Base clock values were calculated off of said values, which uses boost clocks.
↑The 5090D & 5090D V2 GPUs are limited to a maximum of 2,375 AITFLOPS, it is speculated this is achived through a firmware or bios program. It has also been reported when crypto mining or AI workloads are detected, performance for these tasks can be throttled or locked. Gaming performance is not sacrified.
2 Graphics card supports TurboCache, memory size entries in bold indicate total memory (graphics + system RAM), otherwise entries are graphics RAM only
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)
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.[506] 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.
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.
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.
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.
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.
↑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.
↑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.
↑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 RTX 50 series
Laptops featuring GeForce RTX 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.[586][587] Nvidia claims that Blackwell architecture's new Max-Q features can increase battery life by up to 40% over GeForce 40 series laptops.[588] 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.[589] Initial RTX 50 series laptops will become available in March 2025.[590]
↑Pixel fillrate is calculated as the number of render output units (ROPs) multiplied by the base (or boost) core clock speed.
↑Texture fillrate is calculated as the number of texture mapping units (TMUs) multiplied by the base (or boost) core clock speed.
↑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.
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.
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[506]
↑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.[712]
123Specifications not specified by Nvidia assumed to be based on the GeForce 8800 GTX
1234Specifications not specified by Nvidia assumed to be based on the GeForce GTX 280
12Specifications not specified by Nvidia assumed to be based on the Quadro FX 5800
123456With 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.)
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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)
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