NVIDIA GeForce GTX 980 Mobile

NVIDIA GeForce GTX 980 Mobile

About GPU

The NVIDIA GeForce GTX 980 Mobile GPU is a powerhouse of a graphics card designed for high-performance gaming laptops and mobile workstations. With a base clock of 1064MHz and a boost clock of 1140MHz, this GPU delivers exceptional speed and responsiveness, allowing for smooth and immersive gaming experiences. One of the standout features of this GPU is its massive 8GB of GDDR5 memory, which ensures that it can handle even the most demanding games and applications with ease. The memory clock of 1753MHz further enhances the GPU's performance, allowing for fast data transfer and smooth multitasking. With 2048 shading units and 2MB of L2 cache, the GTX 980 Mobile GPU offers impressive rendering capabilities, producing stunning visuals with incredible detail and realism. The theoretical performance of 4.669 TFLOPS demonstrates the GPU's ability to handle complex graphics tasks, making it ideal for gaming, content creation, and professional design work. While the TDP of this GPU is unknown, its power efficiency is commendable considering its high performance. The GTX 980 Mobile GPU strikes a good balance between power and efficiency, making it suitable for use in slim and lightweight gaming laptops without sacrificing on performance. Overall, the NVIDIA GeForce GTX 980 Mobile GPU is a top-of-the-line graphics card that offers exceptional performance, impressive memory capacity, and efficient power usage. It is a great choice for gamers and professionals who require high-quality graphics and reliable performance in a mobile form factor.

Basic

Label Name
NVIDIA
Platform
Mobile
Launch Date
September 2015
Model Name
GeForce GTX 980 Mobile
Generation
GeForce 900M
Base Clock
1064MHz
Boost Clock
1140MHz
Bus Interface
MXM-B (3.0)
Transistors
5,200 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
Maxwell 2.0

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
1753MHz
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.
224.4 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.
72.96 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.
145.9 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.
145.9 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.
4.762 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.
2048
L1 Cache
48 KB (per SMM)
L2 Cache
2MB
TDP
Unknown
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
5.2
Power Connectors
None
Shader Model
6.7 (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.
64

Benchmarks

FP32 (float)
Score
4.762 TFLOPS

Compared to Other GPU

FP32 (float) / TFLOPS
4.968 +4.3%
4.909 +3.1%
4.579 -3.8%
4.387 -7.9%