NVIDIA GeForce GT 1030 DDR4

NVIDIA GeForce GT 1030 DDR4

About GPU

The NVIDIA GeForce GT 1030 DDR4 is a budget-friendly GPU that is aimed at users who are looking to upgrade their desktops for casual gaming and multimedia tasks. Its base clock speed of 1152MHz and boost clock speed of 1379MHz offer decent performance for its price range, allowing for smooth video playback and light gaming. With a memory size of 2GB and DDR4 memory type, the GT 1030 DDR4 GPU is suitable for applications that require moderate graphics performance. The 1050MHz memory clock speed ensures a stable and responsive experience, while the 384 shading units and 512KB L2 cache contribute to the card's overall efficiency. In terms of power consumption, the GT 1030 DDR4 has a low TDP of 20W, making it an energy-efficient choice for users who are conscious of their electricity usage. It also boasts a theoretical performance of 1.059 TFLOPS, which makes it capable of handling a variety of tasks without breaking a sweat. When it comes to gaming performance, the GT 1030 DDR4 GPU performs admirably in less demanding titles, as evidenced by its 3DMark Time Spy score of 636. However, it may struggle with more graphically-intensive games, as seen in its Battlefield 5 and Shadow of the Tomb Raider benchmarks, where it achieved 22fps and 12fps at 1080p resolution, respectively. Overall, the NVIDIA GeForce GT 1030 DDR4 GPU is a solid choice for users who are on a budget and are looking for a reliable graphics card for everyday use. Its balance of performance and energy efficiency makes it a worthy consideration for entry-level gaming and multimedia tasks.

Basic

Label Name
NVIDIA
Platform
Desktop
Launch Date
March 2018
Model Name
GeForce GT 1030 DDR4
Generation
GeForce 10
Base Clock
1152MHz
Boost Clock
1379MHz
Bus Interface
PCIe 3.0 x4
Transistors
1,800 million
TMUs
?
Texture Mapping Units (TMUs) serve as components of the GPU, which are capable of rotating, scaling, and distorting binary images, and then placing them as textures onto any plane of a given 3D model. This process is called texture mapping.
24
Foundry
Samsung
Process Size
14 nm
Architecture
Pascal

Memory Specifications

Memory Size
2GB
Memory Type
DDR4
Memory Bus
?
The memory bus width refers to the number of bits of data that the video memory can transfer within a single clock cycle. The larger the bus width, the greater the amount of data that can be transmitted instantaneously, making it one of the crucial parameters of video memory. The memory bandwidth is calculated as: Memory Bandwidth = Memory Frequency x Memory Bus Width / 8. Therefore, when the memory frequencies are similar, the memory bus width will determine the size of the memory bandwidth.
64bit
Memory Clock
1050MHz
Bandwidth
?
Memory bandwidth refers to the data transfer rate between the graphics chip and the video memory. It is measured in bytes per second, and the formula to calculate it is: memory bandwidth = working frequency × memory bus width / 8 bits.
16.80 GB/s

Theoretical Performance

Pixel Rate
?
Pixel fill rate refers to the number of pixels a graphics processing unit (GPU) can render per second, measured in MPixels/s (million pixels per second) or GPixels/s (billion pixels per second). It is the most commonly used metric to evaluate the pixel processing performance of a graphics card.
22.06 GPixel/s
Texture Rate
?
Texture fill rate refers to the number of texture map elements (texels) that a GPU can map to pixels in a single second.
33.10 GTexel/s
FP16 (half)
?
An important metric for measuring GPU performance is floating-point computing capability. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable. Single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks, while double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy.
16.55 GFLOPS
FP64 (double)
?
An important metric for measuring GPU performance is floating-point computing capability. Double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy, while single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
33.10 GFLOPS
FP32 (float)
?
An important metric for measuring GPU performance is floating-point computing capability. Single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks, while double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
1.08 TFLOPS

Miscellaneous

SM Count
?
Multiple Streaming Processors (SPs), along with other resources, form a Streaming Multiprocessor (SM), which is also referred to as a GPU's major core. These additional resources include components such as warp schedulers, registers, and shared memory. The SM can be considered the heart of the GPU, similar to a CPU core, with registers and shared memory being scarce resources within the SM.
3
Shading Units
?
The most fundamental processing unit is the Streaming Processor (SP), where specific instructions and tasks are executed. GPUs perform parallel computing, which means multiple SPs work simultaneously to process tasks.
384
L1 Cache
48 KB (per SM)
L2 Cache
512KB
TDP
20W
Vulkan Version
?
Vulkan is a cross-platform graphics and compute API by Khronos Group, offering high performance and low CPU overhead. It lets developers control the GPU directly, reduces rendering overhead, and supports multi-threading and multi-core processors.
1.3
OpenCL Version
3.0
OpenGL
4.6
DirectX
12 (12_1)
CUDA
6.1
Power Connectors
None
Shader Model
6.4
ROPs
?
The Raster Operations Pipeline (ROPs) is primarily responsible for handling lighting and reflection calculations in games, as well as managing effects like anti-aliasing (AA), high resolution, smoke, and fire. The more demanding the anti-aliasing and lighting effects in a game, the higher the performance requirements for the ROPs; otherwise, it may result in a sharp drop in frame rate.
16
Suggested PSU
200W

Benchmarks

Shadow of the Tomb Raider 2160p
Score
2 fps
Shadow of the Tomb Raider 1440p
Score
7 fps
Shadow of the Tomb Raider 1080p
Score
12 fps
Battlefield 5 2160p
Score
1 fps
Battlefield 5 1440p
Score
17 fps
Battlefield 5 1080p
Score
22 fps
FP32 (float)
Score
1.08 TFLOPS
3DMark Time Spy
Score
623
Blender
Score
84
OctaneBench
Score
20

Compared to Other GPU

Shadow of the Tomb Raider 2160p / fps
39 +1850%
26 +1200%
15 +650%
Shadow of the Tomb Raider 1440p / fps
95 +1257.1%
75 +971.4%
54 +671.4%
Shadow of the Tomb Raider 1080p / fps
141 +1075%
107 +791.7%
79 +558.3%
46 +283.3%
Battlefield 5 2160p / fps
46 +4500%
34 +3300%
Battlefield 5 1440p / fps
100 +488.2%
91 +435.3%
Battlefield 5 1080p / fps
139 +531.8%
122 +454.5%
90 +309.1%
FP32 (float) / TFLOPS
1.143 +5.8%
1.123 +4%
1.049 -2.9%
1.012 -6.3%
3DMark Time Spy
5182 +731.8%
2755 +342.2%
1769 +183.9%