Nvidia GeForce 400 series

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GeForce GTX 480 from Point of View in reference design

The GeForce 400 series is a series of desktop - graphics chip company Nvidia . For the first time, all graphics processors in this series support the Shader model 5.0 (SM 5.0) according to DirectX 11, as well as OpenCL , CUDA and thus also PhysX .

description

history

GF100 graphics processor in A3 stepping

With the GeForce 400 series, Nvidia introduced support for the Shader model 5.0 based on DirectX 11. Originally, it was supposed to be presented in the 4th quarter of 2009, to coincide with the start of Windows 7 (with which DirectX 11 was released). In contrast to its competitor AMD , Nvidia decided to introduce a completely new architecture, which, however, required more development time. As a result, AMD was able to bring the full Radeon HD 5000 series line-up to market before development of the first GeForce 400 series graphics processor was completed. This was the GF100 manufactured in the 40 nm manufacturing process, which was the first to be based on the Fermi architecture. The GPU, which consists of around three billion transistors , was presented by Nvidia on January 18, 2010, but without presenting the corresponding graphics cards. As a result of the architecture changes , the number of stream processors on the GF100 per cluster has increased from 24 to 32 compared to its predecessor GT200 . Since the GF100 has a total of 16 shader clusters, 512 stream processors are available to it. Due to the new ratio of shaders to TMUs of 8: 1, the number of texture units is reduced from 80 to 64. The GF100 also has 48 raster operation processors, which are divided into six partitions. Each ROP partition is attached to a 64-bit memory controller for GDDR5 memory , resulting in a 384-bit memory interface. This enables the memory to be expanded to 1.5 GB and 3 GB. In theory, it can also be expanded to 6 GB.

At the beginning of February 2010, Nvidia announced that the names for the first graphics cards based on the GF100 will be GeForce GTX 470 and GTX 480. Previously it was generally expected that the cards would be assigned to the GeForce 300 series . The official launch took place on March 27, 2010. Although the GeForce GTX 480 turned out to be the fastest single GPU card on the market when it was launched, it was criticized in the specialist press for its high power consumption, with the GeForce GTX 480 setting a new negative record, which is why it is also under the The nickname "Thermi" or also known as "Grillforce", based on the name of the Fermi architecture used. This also resulted in critical values ​​in the area of ​​temperature and noise development. It was unexpected for observers that the GF100 graphics processor on the GeForce GTX 480 is operated with a deactivated shader cluster, which is probably due to problems with the 40 nm manufacturing process at TSMC . On the other hand, two shader clusters are deactivated on the GeForce GTX 470, with which it achieved the performance of the AMD competitor Radeon HD 5870 presented 6 months earlier . Since it had better values ​​than the GeForce GTX 480 in terms of power consumption and noise development, the GTX 470 also received better reviews in the trade press. Both models were officially launched on April 12, 2010, before the GeForce GTX 465 followed on May 31, 2010. This continued to use a GF100 GPU, but with five deactivated shader clusters and a 256 bit memory interface. This places the GeForce GTX 465 between the AMD competitors Radeon HD 5830 and 5850 in terms of performance .

On July 12, 2010, Nvidia introduced the GeForce GTX 460, the first card based on the GF104 graphics processor. Compared to the GF100, Nvidia halved the number of shader clusters in the GF104 and reduced the ROPs to four partitions, which means that a maximum of one 256-bit memory interface can be installed. At the same time, there are now 48 instead of 32 stream processors per cluster, whereby the number of TMUs and SFUs has also doubled. Since the GF104 is not intended for products of the Quadro and Teslaser series , Nvidia reduced the possibilities for use in the area of GPU computing . The computing power has been massively reduced with twice the accuracy , which is, however, irrelevant for 3D applications. This saved around a billion transistors in the GF100. This contributed to the fact that the power consumption as well as the heat and noise development on the GeForce GTX 460 were again significantly lower than was the case with the criticized cards with the GF100. Nvidia presented the GTX 460 in two memory configurations: 768 and 1024 MB Vram. In terms of performance, the version with 768 MB Vram placed itself between the Radeon HD 5830 and the GeForce GTX 465. The expansion level with 1024 MB, on the other hand, was able to put itself in front of the GeForce GTX 465, although the naming suggests something different. Despite the official price recommendations of US $ 199 and US $ 229 for the release, Nvidia assigned the cards with the abbreviation “GTX” to the high-end sector. For the OEM market, Nvidia brought a version of the GeForce GTX 460 with reduced clock speeds, as well as a "Second Edition" or "Special Edition" in which another shader cluster was deactivated and a second version of the 1024 MB Vram variant (as GTX 460 v2), in which the clock rates increased, but the memory interface was reduced to 192 bits. This means that the memory controllers are equipped asynchronously, as is the case with the GeForce GTX 550 Ti .

On September 13, 2010, Nvidia introduced the GeForce GTS 450. This uses the GF106 graphics processor, which with 192 shader and 32 texture units represents a halved version of the GF104 GPU in the broadest sense. Although the GF106 has three grid partitions, with which a 192 bit memory interface would be possible, Nvidia only uses 128 bits in the GTS 450. This means that the memory in the reference design is 1024 MB, with 512 and 2048 MB also possible. In terms of 3D performance, the GeForce GTS 450, which has been praised in the trade press like the GeForce GTX 460 for its low noise level, is roughly the same as the Radeon HD 5750 . In direct comparison with this one, it achieves better values ​​in the area of ​​power consumption in idle, whereas it consumes less power under load. For the OEM market, Nvidia brought out an adapted version of the GeForce GTS 450 in which a shader cluster was deactivated, but the memory was increased to 1536 MB. Another modification of the GTS 450 for the OEM sector is the GeForce GT 440, which also has to do without a shader cluster and uses DDR3 memory instead of GDDR5 . In February 2011, Nvidia released the GT 440 for the retail market, but it was based on the GF108 graphics processor of the GeForce GT 430.

On October 11, 2010, Nvidia presented the GeForce GT 430. It was based on the GF108 graphics processor, which is a halved version of the GF106 GPU, putting the GT 430 between the AMD competitors Radeon HD 5550 and 5570 in terms of 3D performance placed. The card , which was produced in the low-profile format , was aimed primarily at "casual gamers" or for use in multimedia and HTPCs . Compared to the AMD competitors, it has a higher power consumption under load, but has advantages when playing Blu-ray media . On September 3, 2010, Nvidia listed the GeForce GT 420 for the OEM market on its website at the same time as the launch of a number of products from the GeForce 400M series . A few days later, it was removed from the website, which initially left it unclear whether the card was really "launched". Since the presentation of the GeForce GT 430, the GT 420 has also been listed again.

Fermi architecture

With the GeForce 400 series, Nvidia uses the newly developed "Fermi architecture" for the first time, which is also used on the Quadro and Tesla cards . Fermi is the successor to the unified shader architecture of the G80 graphics processor . The primary improvements relate to the support of DirectX 11 as well as the expanded application possibilities in the area of GPU computing .

The graphics processors based on the “Fermi architecture” primarily consist of the “Graphics Processing Clusters” (GPC). In addition to the “Raster Engine”, these “Graphics Processing Clusters” also accommodate four Shader Clusters or “Streaming Multiprocessors”. Each shader cluster in turn has 32 to 48 stream processors , four to eight texture units and a "PolyMorph engine". There are also 16 “load / store” units each, which calculate the source and destination addresses of 16 threads in one cycle and can write the results to the cache or VRAM. There are also four to eight "Special Function Units" (SFU) for calculating the sine and cosine . Each SFU can execute one instruction per thread per cycle , with eight cycles being required for a warp.

The "CUDA Cores" (an allusion to the CUDA API from Nvidia) are simple-scalar stream processors, which are still made up of a full-fledged "Arithmetic Logic Unit" (ALU) and a "Floating Point Unit" ( FPU). To improve GPU computing capabilities, the graphics processors of the "Fermi architecture" are the first to have complete support for C ++ and, just like the Radeon HD 5000 series from AMD , are compatible with the IEEE 754-2008 Standard fully compatible. The latter became necessary in order to be able to use FMA (Fused Multiply-Add), which is more precise than MAD , to improve double-precision capabilities (calculation with double precision ). Each stream processor can calculate a fused multiply ADD (FMA) per clock, regardless of whether it is a single-precision or a double-precision operation . In contrast to the previous generation, multiplication operations (MUL) are no longer possible on the "Fermi architecture".

So far, the texture units of the G80 and GT200 were combined in so-called “Texture Processing Clusters”. With the “Fermi architecture” this cluster is completely eliminated. Instead, there are four to eight texture units per shader cluster. As a result, the ratio of shaders to TMUs deteriorates to 8: 1 or 6: 1 (previously 2: 1 or 3: 1), but there is now a dedicated 12 KB L1 texture cache per shader cluster.

The Raster Operation Processors (ROP) have been partially reorganized in the Fermi architecture. As before, these are combined in partitions which are still attached to the memory controller , with up to eight raster output stages per partition. An ROP can output a 32-bit integer pixel after one cycle, a 16-bit floating point pixel after two cycles or a 32-bit FP pixel after four cycles. The maximum number of pixels that can be processed is limited by the fact that each shader cluster can only pass 2 (GF100) or 4 pixels (GF104, GF106 and GF108) to the ROPs per cycle. With the Fermi models that have appeared so far, the full number of ROPs can therefore only be used for the predominant processing of 16- and 32-bit floating point pixels, which limits the maximum pixel fill rate. When using formats higher than 32-bit pixels, however, not all ROPs can be fully utilized due to different data path allocation. However, this restriction does not apply to the Z fill rate.

In order to improve the GPU computing capabilities, the “Fermi architecture” has an L1 and L2 cache in addition to the shared memory . Each shader cluster has a 76 KB cache, with 12 KB L1 texture cache being specialized for the texture units. The remaining 64 KB are freely configurable, so that either the L1 cache 48 KB and the shared memory cache 16 KB, or vice versa. In addition, the “Fermi architecture” has a global L2 cache designed as “Unified”, which is 128 KB per memory controller and thus contains a total of 768 KB in the case of the GF100 (GT200: 256 KB). The unified design makes it possible to do without the L2 texture cache, an ROP cache and the on-chip FIFOs of earlier architectures. The L2 cache is responsible for receiving all load, store and texture requests, and all units can now access them at the same time.

Nvidia has reorganized the rendering pipelines for the "Fermi architecture". The GPU initially receives the commands from the CPU via the so-called host interface. The "GigaThread Engine" then copies the data from the system memory to its own video memory and divides it into thread blocks. These are then forwarded to the shader clusters via the "Graphics Processing Clusters" or their "Raster Engine", which Nvidia now also calls "Streaming Multiprocessors". Each block is now divided into 32 threads or warps, with each shader cluster being able to process 48 warps before they are forwarded to the stream processors .

Naming

The GeForce 400 series uses the naming scheme that was first introduced with the GeForce 200 desktop series. All graphics chips are identified with a letter abbreviation to classify the performance sector and a three-digit number that generally begins with a "4" (for GeForce 400). The last two digits serve for further differentiation within the respective service sector.

Letter abbreviation:

  • GT or no prefix - low budget
  • GTS - mainstream
  • GTX - high-end and performance

Due to the general drop in prices on the market and currency fluctuations, Nvidia's original classifications do not generally apply.

Data overview

Graphics processors

Graphics
chip
production units L2
cache
API support Video
pro-
cessor
Bus
interface
stelle
production
process
transis-
interfere
The -
area
ROP
particle
functions
ROPs Unified shaders Texture units DirectX OpenGL OpenCL
Stream
processors
Shader -
cluster
TAUs TMUs
GF100 40 nm 3.04 billion 526 mm² 6th 48 512 16 64 64 768 KB 11.0 4.4 1.1 VP4 PCIe 2.0
GF104 1.95 billion 332 mm² 4th 32 384 08th 64 64 512 KB
GF106 1.17 billion 238 mm² 3 24 192 04th 32 32 384 KB
GF108 0.58 billion 114 mm² 1 04th 096 02 16 16 k. A.
GF114 1.95 billion 332 mm² 4th 32 384 08th 64 64 512 KB
GF116 1.17 billion 238 mm² 3 24 192 04th 32 32 384 KB
GT216 0.49 billion 100 mm² 2 08th 048 02 16 16 k. A. 10.1 3.3
GT218 0.26 billion 057 mm² 1 04th 016 01 08th 08th k. A.

Model data

model Official
launch
Graphics processor (GPU) Graphics memory Performance data
Type Active units Chip clock
(in MHz)
Size
(in MB )
Clock rate
(in MHz)
Type Storage
interface
Computing power
(in GFlops )
Polygon
throughput

(in million triangles / s)
Pixel fill rate
(in GPixel / s)
Texel fill rate
(in GTexel / s)
Memory
bandwidth

(in GB / s)
ROPs Shader -
cluster
ALUs Texture
units
GPU Shader SP (MAD) DP (FMA)
GeForce 405 3rd Sep 2010 GT218 4th 1 16 8th 589 1402 512 790 DDR3 64 bit 44.9 - k. A. 2.4 4.7 12.6
GT216 8th 2 48 16 475 1100 512 800 DDR3 64 bit 44.9 - k. A. 3.8 7.6 12.8
GeForce GT 420 3rd Sep 2010 GF108 4th 1 48 4th 700 1400 2048 900 DDR3 128 bit 134.4 11.2 350 1.4 2.8 28.8
GeForce GT 430 Oct 11, 2010 GF108 4th 2 96 16 700 1400 1024 800 DDR3 64 bit 268.8 22.4 350 2.8 11.2 12.8
GeForce GT 430 Oct 11, 2010 GF108 4th 2 96 16 700 1400 2048 800 DDR3 128 bit 268.8 22.4 350 2.8 11.2 25.6
GeForce GT 440 Feb. 1, 2011 GF108 4th 2 96 16 810 1620 1024 900 DDR3 128 bit 311 25.9 404 3.2 13 28.8
512-1024 1600 (800) GDDR5 51.2
GeForce GT 440 Oct 11, 2010 GF106 24 3 144 24 594 1189 1536 900 DDR3 192 bits 342.4 28.5 594 7.1 14.3 43.2
3072 800 38.4
GeForce GTS 450 13 Sep 2010 GF106 16 4th 192 32 783 1566 1024 1804 (902) GDDR5 128 bit 601.3 50.1 783 6.3 25.1 57.7
GeForce GTS 450 Rev. 2 March 15, 2011 GF116 16 4th 192 32 783 1566 1024 1804 (902) GDDR5 128 bit 601.3 50.1 783 6.3 25.1 57.7
GeForce GTS 450 Rev. 3 Jul 11, 2012 GF116 16 3 144 24 783 1566 1024 1400 (700) DDR3 128 bit 451 37.6 783 4.7 18.8 22.4
GeForce GTS 450 Oct 11, 2010 GF106 24 3 144 24 790 1580 1536 2000 (1000) GDDR5 192 bits 455 37.9 790 4.7 19.0 96
GeForce GTX 460 768 MB July 12, 2010 GF104 24 7th 336 56 675 1350 768 1800 (900) GDDR5 192 bits 907.2 75.6 1350 9.5 37.8 86.4
GeForce GTX 460 1024 MB July 12, 2010 GF104 32 7th 336 56 675 1350 1024 1800 (900) GDDR5 256 bit 907.2 75.6 1350 9.5 37.8 115.2
GeForce GTX 460 SE Nov 15, 2010 GF104 32 6th 288 48 650 1300 1024 1700 (850) GDDR5 256 bit 748.8 62.4 1300 7.8 31.2 108.8
GeForce GTX 460 Rev. 2 Sep 24 2011 GF114 24 7th 336 56 778 1556 1024 2004 (1002) GDDR5 192 bits 1045.6 87.1 1556 10.9 43.6 96.2
GeForce GTX 460 Aug 2, 2010 GF104 32 7th 336 56 650 1300 1024 1700 (850) GDDR5 256 bit 873.6 72.8 1300 9.1 36.4 108.8
GeForce GTX 465 May 31, 2010 GF100 32 11 352 44 607 1215 1024 1604 (802) GDDR5 256 bit 855.4 106.9 1821 13.4 26.7 102.7
GeForce GTX 470 March 27, 2010 GF100 40 14th 448 56 607 1215 1280 1676 (838) GDDR5 320 bits 1088.6 136.1 2428 17.0 33.9 134.1
GeForce GTX 480 March 27, 2010 GF100 48 15th 480 60 700 1401 1536 1848 (924) GDDR5 384 bits 1345 168.1 2800 21.0 42.0 177.4

Power consumption data

model Type Consumption ( watt ) additional
power
plug
MGCP
Readings
Idle 3D load
Maximum load
GeForce 405 (OEM) GT218 25th k. A. k. A. k. A. no
GeForce GT 420 (OEM) GF108 k. A. k. A. k. A. k. A. no
GeForce GT 430 GF108 49 7th k. A. 48 no
GeForce GT 430 (OEM) GF108 60 k. A. k. A. k. A. no
GeForce GT 440 GF106 65 k. A. k. A. k. A. no
GeForce GT 440 (OEM) GF106 56 k. A. k. A. k. A. no
GeForce GTS 450 GF106 106 12-15 k. A. 102-105 1 × 6 pin
GeForce GTS 450 Rev. 2 GF116 106 k. A. k. A. k. A. 1 × 6 pin
GeForce GTS 450 Rev. 3 GF116 106 k. A. k. A. k. A. 1 × 6 pin
GeForce GTS 450 (OEM) GF106 106 k. A. k. A. k. A. 1 × 6 pin
GeForce GTX 460 768 MB GF104 150 14th k. A. 137 2 × 6-pin
GeForce GTX 460 1024 MB GF104 160 16 k. A. 158 2 × 6-pin
GeForce GTX 460 SE GF104 k. A. k. A. k. A. k. A. 2 × 6-pin
GeForce GTX 460 Rev. 2 GF114 160 k. A. k. A. k. A. 2 × 6-pin
GeForce GTX 460 (OEM) GF104 160 k. A. k. A. k. A. 2 × 6-pin
GeForce GTX 465 GF100 200 26-29 k. A. 181-204 2 × 6-pin
GeForce GTX 470 GF100 215 30-31 k. A. 231-239 2 × 6-pin
GeForce GTX 480 GF100 250 45-49 k. A. 304-318 1 × 6-pin
1 × 8-pin

Remarks

  1. The date indicated is the date of the public presentation, not the date of availability of the models.
  2. The specified performance values ​​for the computing power via the stream processors, the pixel and texel filling rate, as well as the memory bandwidth are theoretical maximum values ​​(with standard clock rate) that cannot be directly compared with the performance values ​​of other architectures. The overall performance of a graphics card depends, among other things, on how well the available resources can be used or fully utilized. There are also other factors that are not listed here that affect performance.
  3. a b The specified clock rates are the reference data recommended or specified by Nvidia; the I / O clock is specified for the memory clock. However, the exact clock rate can deviate by a few megahertz due to different clock generators, and the final definition of the clock rates is in the hands of the respective graphics card manufacturer. It is therefore entirely possible that there are or will be graphics card models that have different clock rates.
  4. a b c d e f OEM product. Card is not available in the retail market.
  5. The MGCP value specified by Nvidia does not necessarily correspond to the maximum power consumption. This value is also not necessarily comparable with the TDP value of the competitor AMD.
  6. The measured values ​​listed in the table relate to the pure power consumption of graphics cards that correspond to the Nvidia reference design. A special measuring device is required to measure these values; Depending on the measurement technology used and the given measurement conditions, including the program used to generate the 3D load, the values ​​can fluctuate between different devices. Therefore, measured value ranges are given here, each representing the lowest, typical and highest measured values ​​from different sources.
  7. The value given under 3D load corresponds to the typical game usage of the card. However, this is different depending on the 3D application. As a rule, a modern 3D application is used to determine the value, which, however, limits the comparability over longer periods of time.
  8. The maximum load is usually determined with demanding benchmark programs, the loads of which are significantly higher than those of "normal" 3D applications.

Web links

Commons : Nvidia GeForce 400 series  - collection of images, videos and audio files

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