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NVIDIA GeForce GTX 970M

NVIDIA GeForce GTX 970M

NVIDIA GeForce GTX 970M is a Mobile video accelerator from NVIDIA. It began to be released in October 2014. The GPU has a boost frequency of 1038MHz. It also has a memory frequency of 1253MHz. Its characteristics, as well as benchmark results, are presented in more detail below.

Top Mobile GPU: 162

Basic

Label Name
NVIDIA
Platform
Mobile
Launch Date
October 2014
Model Name
GeForce GTX 970M
Generation
GeForce 900M
Base Clock
924MHz
Boost Clock
1038MHz
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.
1280
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.
80
L1 Cache
48 KB (per SMM)
L2 Cache
1536KB
Bus Interface
MXM-B (3.0)
Foundry
TSMC
Process Size
28 nm
Architecture
Maxwell 2.0
TDP
Unknown

Memory Specifications

Memory Size
3GB
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.
192bit
Memory Clock
1253MHz
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.
120.3 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.
49.82 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.
83.04 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.
83.04 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.
2.656 TFlops

Miscellaneous

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
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.
48
Shader Model
6.7 (6.4)

FP32 (float)

2.656 TFlops

3DMark Time Spy

2282

Blender

168

OctaneBench

51

Vulkan

19677

OpenCL

18130

Compared to Other GPU

0%
1%
42%
Better then 0% GPU over the past year
Better then 1% GPU over the past 3 years
Better then 42% GPU

SiliconCat Rating

162
Ranks 162 among Mobile GPU on our website
673
Ranks 673 among all GPU on our website
FP32 (float)
2.866 TFlops
2.756 TFlops
GeForce GTX 970M
NVIDIA, October 2014
2.656 TFlops
GeForce GTX 760 Ti OEM
NVIDIA, September 2013
2.581 TFlops
Quadro M4000
NVIDIA, June 2015
2.522 TFlops
3DMark Time Spy
Arc A550M
Intel, January 2022
5182
Radeon RX 570
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3874
Radeon 780M
AMD, January 2023
2755
GeForce GTX 970M
NVIDIA, October 2014
2282
GeForce GT 1030 DDR4
NVIDIA, March 2018
635
Blender
Radeon RX 6950 XT
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2864
Radeon RX 7600M
AMD, January 2023
1338
GeForce GTX 1070 GDDR5X
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561
GeForce GTX 980MX
NVIDIA, June 2016
251
GeForce GTX 970M
NVIDIA, October 2014
168
OctaneBench
GeForce RTX 4050 Mobile
NVIDIA, January 2023
254
P104 100
NVIDIA, December 2017
124
GeForce GTX 970M
NVIDIA, October 2014
51
GeForce GTX 1080 Max Q
NVIDIA, June 2017
10
Vulkan
Radeon RX 6850M XT
AMD, January 2022
98839
Radeon RX 6700S
AMD, January 2022
69708
Radeon RX 580 2048SP
AMD, October 2018
40716
GeForce GTX 970M
NVIDIA, October 2014
19677
GeForce 940M
NVIDIA, March 2015
5522
OpenCL
Radeon Pro V520
AMD, December 2020
61570
Radeon RX 6500M
AMD, January 2022
38630
Radeon R9 M290X
AMD, January 2014
21442
GeForce GTX 970M
NVIDIA, October 2014
18130
Radeon HD 5750
ATI, October 2009
884