Better then 0% GPU over the past year
Top 500
NVIDIA GeForce GTX 980M
NVIDIA GeForce GTX 980M is a Mobile video accelerator from NVIDIA. It began to be released in October 2014. The GPU has a boost frequency of 1127MHz. It also has a memory frequency of 1253MHz. Its characteristics, as well as benchmark results, are presented in more detail below.
Basic
Label Name
NVIDIA
Platform
Mobile
Launch Date
October 2014
Model Name
GeForce GTX 980M
Generation
GeForce 900M
Base Clock
1038MHz
Boost Clock
1127MHz
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
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.
96
L1 Cache
48 KB (per SMM)
L2 Cache
2MB
Bus Interface
MXM-B (3.0)
Foundry
TSMC
Process Size
28 nm
Architecture
Maxwell 2.0
TDP
Unknown
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
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.
160.4 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.
72.13 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.
108.2 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.
108.2 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.
3.393
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.
64
Shader Model
6.7 (6.4)
FP32 (float)
3.393
TFlops
3DMark Time Spy
2888
Vulkan
26002
OpenCL
23366
Compared to Other GPU
0%
6%
50%
Better then 6% GPU over the past 3 years
Better then 50% GPU
SiliconCat Rating
141
Ranks 141 among Mobile GPU on our website
600
Ranks 600 among all GPU on our website
FP32 (float)
3DMark Time Spy
Vulkan
OpenCL