NVIDIA GeForce GTX 560 Ti 448
About GPU
The NVIDIA GeForce GTX 560 Ti 448 is a powerful GPU designed for high-end desktop gaming and graphics-intensive applications. With a memory size of 1280MB and GDDR5 memory type, this GPU provides fast and efficient performance for demanding tasks. The memory clock of 950MHz ensures smooth and seamless graphics rendering, making it ideal for gaming at high resolutions and graphics settings.
One of the standout features of the GTX 560 Ti 448 is its 448 shading units, which allow for complex and realistic lighting, shadows, and textures in games and other visual content. The 640KB L2 cache also contributes to its impressive performance, enabling quick access to frequently used data for faster rendering and processing.
With a TDP of 210W, this GPU may require a capable power supply to deliver optimal performance, but its theoretical performance of 1.312 TFLOPS makes it a reliable and powerful option for serious gamers and content creators. Its exceptional performance in both gaming and creative applications makes it a versatile choice for those looking for a high-performance GPU.
Overall, the NVIDIA GeForce GTX 560 Ti 448 delivers strong performance and impressive graphical capabilities, making it a solid choice for anyone in need of a powerful and reliable GPU for their desktop system. Whether you’re a gamer, designer, or video editor, this GPU can handle demanding tasks with ease and precision.
Basic
Label Name
NVIDIA
Platform
Desktop
Launch Date
November 2011
Model Name
GeForce GTX 560 Ti 448
Generation
GeForce 500
Bus Interface
PCIe 2.0 x16
Transistors
3,000 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.
56
Foundry
TSMC
Process Size
40 nm
Architecture
Fermi 2.0
Memory Specifications
Memory Size
1280MB
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.
320bit
Memory Clock
950MHz
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.
152.0 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.
20.50 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.
40.99 GTexel/s
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.
164.0 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.
1.286
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.
14
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.
448
L1 Cache
64 KB (per SM)
L2 Cache
640KB
TDP
210W
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 6-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.
40
Suggested PSU
550W
Benchmarks
FP32 (float)
Score
1.286
TFLOPS
Compared to Other GPU
FP32 (float)
/ TFLOPS