NVIDIA GeForce GTX 880M
About GPU
The NVIDIA GeForce GTX 880M is a high-performance mobile GPU that offers impressive specifications for gaming and multimedia tasks. With a base clock speed of 954MHz and a boost clock speed of 993MHz, this GPU delivers fast and efficient performance for a wide range of applications.
One of the standout features of the GTX 880M is its generous 8GB of GDDR5 memory, which allows for smooth and lag-free gaming experiences, as well as seamless multitasking. The memory clock speed of 1250MHz further enhances the overall performance of the GPU, ensuring that it can handle demanding graphics and processing tasks with ease.
With 1536 shading units and 512KB of L2 cache, the GTX 880M is capable of delivering stunning visual effects and realistic graphics in games and multimedia content. The theoretical performance of 3.05 TFLOPS demonstrates the GPU's ability to handle complex calculations and deliver high frame rates in even the most demanding gaming environments.
At a TDP of 122W, the GTX 880M is relatively power-efficient for a high-performance mobile GPU, allowing for longer battery life and less heat generation during intensive use.
Overall, the NVIDIA GeForce GTX 880M is a compelling choice for gamers and multimedia enthusiasts who require a powerful and reliable GPU for their mobile devices. Its impressive specifications and efficient performance make it a standout option for those seeking top-tier graphics capabilities on the go.
Basic
Label Name
NVIDIA
Platform
Mobile
Launch Date
March 2014
Model Name
GeForce GTX 880M
Generation
GeForce 800M
Base Clock
954MHz
Boost Clock
993MHz
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.
128
Foundry
TSMC
Process Size
28 nm
Architecture
Kepler
Memory Specifications
Memory Size
8GB
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
1250MHz
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.
160.0 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.
31.78 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.
127.1 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.
127.1 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.
2.989
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.
1536
L1 Cache
16 KB (per SMX)
L2 Cache
512KB
TDP
122W
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
2.989
TFLOPS
Blender
Score
194
OpenCL
Score
15023
Compared to Other GPU
FP32 (float)
/ TFLOPS
Blender
OpenCL