NVIDIA GeForce GTX 480 Core 512

NVIDIA GeForce GTX 480 Core 512

About GPU

The NVIDIA GeForce GTX 480 Core 512 GPU is a high-performance graphics processing unit designed for desktop use. With a memory size of 1536MB and memory type GDDR5, this GPU offers fast and efficient rendering for gaming, video editing, and other graphic-intensive tasks. The memory clock runs at 700MHz, providing speedy access to graphics data for smooth and seamless performance. One of the standout features of the GeForce GTX 480 is its 512 shading units, which allow for complex and realistic lighting and shading effects. Coupled with a large L2 cache of 768KB, this GPU can handle demanding graphics workloads with ease. The theoretical performance of 1.078 TFLOPS ensures that even the most demanding games and applications can run smoothly. However, it is important to note that the TDP of 375W means that this GPU consumes a significant amount of power and generates a considerable amount of heat. Therefore, proper cooling and power supply considerations are necessary when using this GPU in a desktop system. Overall, the NVIDIA GeForce GTX 480 Core 512 GPU is a powerful and capable graphics card that delivers high performance for gaming and graphics-intensive applications. Its impressive memory size, efficient memory type, and large number of shading units make it a solid choice for enthusiasts and professionals looking for top-tier graphics performance. However, the high power consumption and heat output should be taken into consideration when integrating this GPU into a desktop system.

Basic

Label Name
NVIDIA
Platform
Desktop
Model Name
GeForce GTX 480 Core 512
Generation
GeForce 400
Bus Interface
PCIe 2.0 x16
Transistors
3,100 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.
64
Foundry
TSMC
Process Size
40 nm
Architecture
Fermi

Memory Specifications

Memory Size
1536MB
Memory Type
GDDR5
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.
384bit
Memory Clock
700MHz
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.
134.4 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.
16.86 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.
33.73 GTexel/s
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.
1.1 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.
16
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.
512
L1 Cache
64 KB (per SM)
L2 Cache
768KB
TDP
375W
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.
N/A
OpenCL Version
1.1
OpenGL
4.6
DirectX
12 (11_0)
CUDA
2.0
Power Connectors
2x 8-pin
Shader Model
5.1
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.
48
Suggested PSU
750W

Benchmarks

FP32 (float)
Score
1.1 TFLOPS

Compared to Other GPU

FP32 (float) / TFLOPS
1.153 +4.8%
1.128 +2.5%
1.025 -6.8%