Search results
Results from the WOW.Com Content Network
Supported. Ada Lovelace, also referred to simply as Lovelace,[1]is a graphics processing unit(GPU) microarchitecture developed by Nvidiaas the successor to the Amperearchitecture, officially announced on September 20, 2022. It is named after the English mathematician Ada Lovelace,[2]one of the first computer programmers.
650 MHz core clock, with a 1625 MHz unified shader clock; 1008 MHz memory (2016 MHz datarate), 256-bit interface for 64.5 GB/s of bandwidth. (57.6 GB/s for 1800 MHz configuration) 512–2048 MB of GDDR3 or DDR2 memory; 505M transistor count; DirectX 10.0, Shader Model 4.0, OpenGL 2.1, and PCI-Express 2.0 [9]
Kepler is the codename for a GPU microarchitecture developed by Nvidia, first introduced at retail in April 2012, [ 1 ] as the successor to the Fermi microarchitecture. Kepler was Nvidia's first microarchitecture to focus on energy efficiency. Most GeForce 600 series, most GeForce 700 series, and some GeForce 800M series GPUs were based on ...
The first version of a Mali Video processor was the V500, released in 2013 with the Mali-T622 GPU. [119] The V500 is a multicore design, sporting 1–8 cores, with support for H.264 and a protected video path using ARM TrustZone. The 8 core version is sufficient for 4K video decode at 120 frames per second (fps).
Nvidia claims a 128 CUDA core SMM has 86% of the performance of a 192 CUDA core SMX. [9] Also, each Graphics Processing Cluster, or GPC, contains up to 4 SMX units in Kepler, and up to 5 SMM units in first generation Maxwell. [9] GM107 supports CUDA Compute Capability 5.0 compared to 3.5 on GK110/GK208 GPUs and 3.0 on GK10x GPUs. Dynamic ...
RDNA 3 was designed to support high clock speeds. On RDNA 3, clock speeds have been decoupled with the front end operating at a 2.5 GHz frequency while the shaders operate at 2.3 GHz. The shaders operating at a lower clock speed gives up to 25% power savings according to AMD and RDNA 3's shader clock speed is still 15% faster than RDNA 2. [19]
Core clock – The reference base and boost (if available) core clock frequency. Fillrate. Pixel - The rate at which pixels can be rendered by the raster operators to a display. Measured in pixels/s. Texture - The rate at which textures can be mapped by the texture mapping units onto a polygon mesh. Measured in texels/s. Performance
The unified shader model uses the same hardware resources for both vertex and fragment processing. In the field of 3D computer graphics, the unified shader model (known in Direct3D 10 as "Shader Model 4.0") refers to a form of shader hardware in a graphical processing unit (GPU) where all of the shader stages in the rendering pipeline (geometry, vertex, pixel, etc.) have the same capabilities.