NVIDIA GeForce GTX 680M

NVIDIA GeForce GTX 680M

About GPU

The NVIDIA GeForce GTX 680M is a high-performance GPU designed for mobile gaming and graphics-intensive applications. With a base clock speed of 719MHz and a boost clock speed of 758MHz, this GPU offers impressive performance for demanding tasks. One of the standout features of the GTX 680M is its 4GB of GDDR5 memory, which provides ample space for high-resolution textures and complex visual effects. The memory clock speed of 900MHz ensures fast data transfer and smooth rendering of graphics. The GTX 680M boasts 1344 shading units, which allows for high levels of parallel processing and efficient rendering of 3D graphics. Additionally, the 512KB of L2 cache helps to reduce latency and improve memory access speeds, further enhancing overall performance. With a thermal design power (TDP) of 100W, the GTX 680M strikes a good balance between performance and power efficiency. This makes it a suitable choice for gaming laptops and mobile workstations where power consumption and heat dissipation are important considerations. In terms of performance, the GTX 680M has a theoretical performance of 2.038 TFLOPS, which translates to smooth gameplay and responsive graphics in modern games and applications. Overall, the NVIDIA GeForce GTX 680M is a powerful and efficient GPU that delivers impressive performance for gaming and professional graphics work on the mobile platform. Its high memory capacity, fast clock speeds, and efficient power consumption make it a compelling choice for users seeking top-tier graphics performance in a laptop.

Basic

Label Name
NVIDIA
Platform
Mobile
Launch Date
June 2012
Model Name
GeForce GTX 680M
Generation
GeForce 600M
Base Clock
719MHz
Boost Clock
758MHz
Bus Interface
MXM-B (3.0)
Transistors
3,540 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.
112
Foundry
TSMC
Process Size
28 nm
Architecture
Kepler

Memory Specifications

Memory Size
4GB
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.
256bit
Memory Clock
900MHz
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.
115.2 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.
21.22 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.
84.90 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.
84.90 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.
1.997 TFLOPS

Miscellaneous

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.
1344
L1 Cache
16 KB (per SMX)
L2 Cache
512KB
TDP
100W
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.
1.1
OpenCL Version
3.0
OpenGL
4.6
DirectX
12 (11_0)
CUDA
3.0
Power Connectors
None
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.
32

Benchmarks

FP32 (float)
Score
1.997 TFLOPS
Blender
Score
185
OctaneBench
Score
41

Compared to Other GPU

FP32 (float) / TFLOPS
2.089 +4.6%
1.932 -3.3%
1.899 -4.9%
Blender
3235 +1648.6%
1436 +676.2%
258 +39.5%
OctaneBench
123 +200%
69 +68.3%