GEFORCE

NVIDIA GeForce 310M

NVIDIA graphics card specifications and benchmark scores

512 MB
VRAM
MHz Boost
14W
TDP
64
Bus Width

At a Glance

NVIDIA
VRAM 512 MB
Shaders 16
Bus Width 64-bit
TDP 14W
Memory Type GDDR3
Architecture Tesla 2.0
nm
Process 40 nm
Released Jan 2010

NVIDIA GeForce 310M Specifications

GeForce 310M GPU Core

Shader units and compute resources

The NVIDIA GeForce 310M GPU core specifications define its raw processing power for graphics and compute workloads. Shading units (also called CUDA cores, stream processors, or execution units depending on manufacturer) handle the parallel calculations required for rendering. TMUs (Texture Mapping Units) process texture data, while ROPs (Render Output Units) handle final pixel output. Higher shader counts generally translate to better GPU benchmark performance, especially in demanding games and 3D applications.

Shading Units
16
Shaders
16
TMUs
8
ROPs
4
SM Count
2

310M Clock Speeds

GPU and memory frequencies

Clock speeds directly impact the GeForce 310M's performance in GPU benchmarks and real-world gaming. The base clock represents the minimum guaranteed frequency, while the boost clock indicates peak performance under optimal thermal conditions. Memory clock speed affects texture loading and frame buffer operations. The GeForce 310M by NVIDIA dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.

GPU Clock
625 MHz
Memory Clock
790 MHz 1580 Mbps effective
Shader Clock
1530 MHz
GDDR GDDR 6X 6X

NVIDIA's GeForce 310M Memory

VRAM capacity and bandwidth

VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The GeForce 310M's memory capacity determines how well it handles high-resolution textures and multiple displays. Memory bandwidth, measured in GB/s, affects how quickly data moves between the GPU and VRAM. Higher bandwidth improves performance in memory-intensive scenarios like 4K gaming. The memory bus width and type (GDDR6, GDDR6X, HBM) significantly influence overall GPU benchmark scores.

Memory Size
512 MB
VRAM
512 MB
Memory Type
GDDR3
VRAM Type
GDDR3
Memory Bus
64 bit
Bus Width
64-bit
Bandwidth
12.64 GB/s

GeForce 310M by NVIDIA Cache

On-chip cache hierarchy

On-chip cache provides ultra-fast data access for the 310M, reducing the need to fetch data from slower VRAM. L1 and L2 caches store frequently accessed data close to the compute units. AMD's Infinity Cache (L3) dramatically increases effective bandwidth, improving GPU benchmark performance without requiring wider memory buses. Larger cache sizes help maintain high frame rates in memory-bound scenarios and reduce power consumption by minimizing VRAM accesses.

L2 Cache
32 KB

310M Theoretical Performance

Compute and fill rates

Theoretical performance metrics provide a baseline for comparing the NVIDIA GeForce 310M against other graphics cards. FP32 (single-precision) performance, measured in TFLOPS, indicates compute capability for gaming and general GPU workloads. FP64 (double-precision) matters for scientific computing. Pixel and texture fill rates determine how quickly the GPU can render complex scenes. While real-world GPU benchmark results depend on many factors, these specifications help predict relative performance levels.

FP32 (Float)
48.96 GFLOPS
Pixel Rate
2.500 GPixel/s
Texture Rate
5.000 GTexel/s

Tesla 2.0 Architecture & Process

Manufacturing and design details

The NVIDIA GeForce 310M is built on NVIDIA's Tesla 2.0 architecture, which defines how the GPU processes graphics and compute workloads. The manufacturing process node affects power efficiency, thermal characteristics, and maximum clock speeds. Smaller process nodes pack more transistors into the same die area, enabling higher performance per watt. Understanding the architecture helps predict how the 310M will perform in GPU benchmarks compared to previous generations.

Architecture
Tesla 2.0
GPU Name
GT218S
Process Node
40 nm
Foundry
TSMC
Transistors
260 million
Die Size
57 mm²
Density
4.6M / mm²

NVIDIA's GeForce 310M Power & Thermal

TDP and power requirements

Power specifications for the NVIDIA GeForce 310M determine PSU requirements and thermal management needs. TDP (Thermal Design Power) indicates the heat output under typical loads, guiding cooler selection. Power connector requirements ensure adequate power delivery for stable operation during demanding GPU benchmarks. The suggested PSU wattage accounts for the entire system, not just the graphics card. Efficient power delivery enables the GeForce 310M to maintain boost clocks without throttling.

TDP
14 W
TDP
14W
Power Connectors
None

GeForce 310M by NVIDIA Physical & Connectivity

Dimensions and outputs

Physical dimensions of the NVIDIA GeForce 310M are critical for case compatibility. Card length, height, and slot width determine whether it fits in your chassis. The PCIe interface version affects bandwidth for communication with the CPU. Display outputs define monitor connectivity options, with modern cards supporting multiple high-resolution displays simultaneously. Verify these specifications against your case and motherboard before purchasing to ensure a proper fit.

Slot Width
IGP
Bus Interface
PCIe 2.0 x16
Display Outputs
Portable Device Dependent
Display Outputs
Portable Device Dependent

NVIDIA API Support

Graphics and compute APIs

API support determines which games and applications can fully utilize the NVIDIA GeForce 310M. DirectX 12 Ultimate enables advanced features like ray tracing and variable rate shading. Vulkan provides cross-platform graphics capabilities with low-level hardware access. OpenGL remains important for professional applications and older games. CUDA (NVIDIA) and OpenCL enable GPU compute for video editing, 3D rendering, and scientific applications. Higher API versions unlock newer graphical features in GPU benchmarks and games.

DirectX
11.1 (10_1)
DirectX
11.1 (10_1)
OpenGL
3.3
OpenGL
3.3
OpenCL
1.1
CUDA
1.2
Shader Model
4.1

GeForce 310M Product Information

Release and pricing details

The NVIDIA GeForce 310M is manufactured by NVIDIA as part of their graphics card lineup. Release date and launch pricing provide context for comparing GPU benchmark results with competing products from the same era. Understanding the product lifecycle helps evaluate whether the GeForce 310M by NVIDIA represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.

Manufacturer
NVIDIA
Release Date
Jan 2010
Production
End-of-life
Predecessor
GeForce 200M
Successor
GeForce 400M

GeForce 310M Benchmark Scores

No benchmark data available for this GPU.

About NVIDIA GeForce 310M

The NVIDIA GeForce 310M is a mobile integrated graphics processor based on the Tesla 2.0 architecture, built on TSMC's 40 nm process node. It carries 260 million transistors on a 57 mm² die, yielding a transistor density of 4.6M per mm². The part is designated as end-of-life, with a release date of January 9, 2010, and sits between the GeForce 200M predecessor and GeForce 400M successor in the product timeline. It targets the entry-level notebook segment, where its 14 W thermal envelope and IGP (integrated graphics processor) slot width indicate a design focused on minimal power draw rather than raw throughput. The data indicates a chip engineered for basic display output and light computational tasks, not for demanding gaming or professional workloads.

Benchmark Performance

The GeForce 310M's benchmark data is sparse, with an average benchmark score of zero and no entries in the benchmarks array. Its percentile rank against all GPUs is 50, which places it at the exact median of the database's tracked graphics processors. This percentile is notable because it does not reflect performance supremacy, the zero average score confirms that no meaningful synthetic or gaming tests have been recorded for this part. The 50th percentile likely reflects the distribution of all GPUs in the database where many entries have similarly low or unmeasured performance, rather than indicating parity with mid-range desktop cards.

Examining the raw compute specifications reveals the underlying capability limits. The chip has 16 shading units, 8 texture mapping units, and 4 raster output units. This configuration yields a pixel rate of 2.500 GPixel/s and a texture rate of 5.000 GTexel/s. The FP32 throughput is calculated at 48.96 GFLOPS, which is a modest figure for any GPU, even by late-2000s standards. When compared to typical desktop GPUs of that era, which often delivered hundreds of GFLOPS, the 310M's compute capacity is minuscule. The lack of rival data in the nearestRivals field means no direct percentage deltas can be cited, but the absolute numbers position this chip firmly at the bottom of any performance hierarchy.

The clock behavior is also telling. The core base and boost clocks are listed as null, meaning the the benchmark database does not specify them, while the memory clock runs at 790 MHz with an effective data rate of 1580 Mbps. This memory clock is the only clock figure available, and it drives a 64-bit memory bus. The combination of a narrow bus and modest memory clock produces bandwidth of just 12.64 GB/s. For context, even entry-level discrete GPUs from the same period typically exceeded 25 GB/s. The benchmark results, or lack thereof, suggest that the 310M was rarely tested because it was not marketed or purchased for performance-sensitive applications. It exists as a specification sheet entry rather than a competitive gaming part.

Ray Tracing and Feature Set

Ray tracing is entirely absent from the GeForce 310M's feature set. The the benchmark database lists no ray tracing cores and no tensor cores, meaning the hardware lacks dedicated acceleration for ray-traced lighting or AI-based tensor operations. This is consistent with the Tesla 2.0 architecture, which predates the introduction of such dedicated silicon by several generations. The GPU's API support further constrains its feature set: DirectX 11.1 is supported, but only at the 10_1 feature level, which limits shader model capabilities and excludes many DirectX 11 features. OpenGL 3.3 is the maximum graphics API available, and Vulkan is not supported at all.

The display outputs are described as "Portable Device Dependent," meaning the physical connectors vary by laptop manufacturer, so no universal display interface standard can be cited. The bus interface is PCIe 2.0 x16, which provides adequate bandwidth for the GPU's limited data throughput. The absence of tensor cores is particularly relevant for modern workloads, as any AI-accelerated features, such as DLSS or neural rendering, are impossible on this hardware. Similarly, the lack of RT cores means that even if a game could run on the 310M, ray-traced effects would have to be computed on the general-purpose shading units, which would cripple performance given the 48.96 GFLOPS FP32 budget. The API support, capped at DirectX 10_1 and OpenGL 3.3, means many modern games will refuse to launch or will fall back to low-fidelity rendering paths.

Who Should Consider It

Given the compute specifications, the GeForce 310M is only suitable for basic 2D desktop workloads and very old or extremely lightweight 3D applications. The 512 MB GDDR3 memory, while small by modern standards, is paired with a 64-bit bus that limits effective memory throughput to 12.64 GB/s. This bandwidth is insufficient for modern game textures, even at 720p resolution. The pixel rate of 2.500 GPixel/s and texture rate of 5.000 GTexel/s suggest that any resolution above 1366x768 would cause immediate framerate collapses in 3D scenes. For 2D productivity tasks like document editing, spreadsheet work, or web browsing, the GPU is more than adequate, as these workloads stress the CPU and memory controller more than the graphics core.

For gaming, the realistic ceiling is pre-2005 titles with reduced settings at 800x600 or 1024x768 resolution. The lack of benchmark scores in the the benchmark database prevents citing specific framerate figures, but the raw numbers imply this. The 48.96 GFLOPS of FP32 throughput is roughly equivalent to a mid-range GPU from 2004, so any game that requires DirectX 10 features will be unavailable due to the 10_1 API limitation. Users with this GPU should not expect to run any game released after 2008 at playable settings. The GPU's role is best understood as a display adapter for office notebooks, where its 14 W power draw contributes to battery life rather than performance. It is not a consideration for gamers, content creators, or anyone requiring hardware acceleration for modern APIs.

Power and Cooling

The GeForce 310M has a thermal design power (TDP) of just 14 W, which is exceptionally low and aligns with its IGP form factor. This power figure means the chip can be cooled by a simple heatsink or even passively in some chassis, as it generates minimal heat. The slot width is listed as "IGP," confirming that it is integrated into the motherboard rather than a removable expansion card. Power connectors are listed as "None," meaning the GPU draws all its power from the motherboard's PCIe slot or an onboard regulator, requiring no auxiliary power cables. No suggested PSU is listed in the the benchmark database, which is typical for integrated parts where the system's existing power supply is always sufficient.

The 14 W TDP is significant because it reflects the entire graphics subsystem's power draw, including memory. This low figure allows notebook manufacturers to pair the 310M with low-wattage CPUs and small batteries, prioritizing portability and runtime over performance. The absence of a power connector also simplifies system design, as there is no need for extra cabling. For cooling, the 40 nm process node from TSMC helps reduce leakage current, keeping heat generation in check. The practical implication is that users will not encounter thermal throttling or fan noise from this GPU, as its power envelope is well within the cooling capacity of any laptop chassis. The trade-off is that this efficiency comes at the cost of compute capability, as the next sections will quantify.

FAQ

Q: What is the maximum DirectX version supported by this GPU?

A: The GeForce 310M supports DirectX 11.1, but only at the 10_1 feature level, which limits shader model capabilities and excludes many DirectX 11 features.

Q: Does the GeForce 310M support Vulkan or ray tracing?

A: No. Vulkan support is not listed, and the GPU has no ray tracing cores or tensor cores, so hardware-accelerated ray tracing and AI tensor operations are unavailable.

Q: How much video memory does the 310M have, and what type is it?

A: It has 512 MB of GDDR3 memory on a 64-bit bus, yielding a bandwidth of 12.64 GB/s.

Q: What is the power draw of this GPU, and does it need a power connector?

A: The TDP is 14 W, and power connectors are listed as "None," meaning it draws power from the motherboard without external cables.

Q: What is the production status of the GeForce 310M?

A: The production status is "End-of-life," indicating it is no longer manufactured, with a release date of January 9, 2010.

Q: What is the FP32 compute performance of this chip?

A: The FP32 throughput is 48.96 GFLOPS, derived from 16 shading units operating at the unspecified core clock.

Memory Subsystem

The memory subsystem is a critical bottleneck for the GeForce 310M. The GPU is equipped with 512 MB of GDDR3 memory, which was a common capacity for entry-level parts in 2010. The memory type is GDDR3, a mature standard at the time, running at 790 MHz with an effective data rate of 1580 Mbps. The bus width is 64 bit, which is the narrowest configuration seen in dedicated GPUs and is typically reserved for the lowest tier of products. The combination of these factors produces a memory bandwidth of 12.64 GB/s.

This bandwidth figure is the single most limiting factor for high-resolution workloads. To put it in perspective, a 1080p frame buffer with 32-bit color requires approximately 8.3 MB of memory, and updating it at 60 fps requires a sustained bandwidth of about 500 MB/s just for the framebuffer. The 310M's 12.64 GB/s is technically sufficient for that task, but when texture sampling, geometry data, and shader constants are added, the bandwidth is quickly exhausted. At higher resolutions like 1440p or 4K, the bandwidth requirement scales roughly linearly with pixel count, and the 310M would need to compress or drop textures to cope. The 512 MB capacity also limits texture detail, as modern game assets exceed this size.

The 64-bit bus is the key architectural constraint. Wider buses, such as 128-bit or 256-bit, allow more data to be transferred per clock cycle, but the 310M's narrow bus means the memory clock must be very high to compensate. At 1580 Mbps effective, the memory is already running near the practical limits of GDDR3, so there is no headroom for improvement. The result is that the memory subsystem is balanced for low-resolution, low-detail workloads, and it will cap the GPU's performance even if the shading units were faster. For the 310M, the memory is the limiting factor, not the compute cores.

How It Compares

The the benchmark database lists no nearest rivals for the GeForce 310M, meaning there are no direct competitor GPUs with recorded scores or deltaPct values in the database. This absence of comparative data is itself informative, as it indicates that the 310M occupies a niche where benchmarking was rarely performed. Without rival scores, the only quantitative comparisons are against the broader database, where the 310M sits at the 50th percentile among all GPUs. This percentile is misleading, however, because the average benchmark score is zero, suggesting that the 50th percentile reflects the large number of untested or low-performing GPUs in the database rather than any meaningful performance ranking.

The predecessor and successor are known, but their specifications are not in the the benchmark database. The GeForce 200M is the predecessor, and the GeForce 400M is the successor, but no performance deltas are provided. Qualitatively, the jump from the 200M to the 310M represents a process node shrink to 40 nm and a new memory clock configuration, but the core architecture remains Tesla 2.0. The successor, GeForce 400M, likely brought architectural changes, but without data, no specific claims can be made. The lack of rival data means the 310M must be evaluated on its absolute specifications alone, which clearly place it at the entry level of the 2010 mobile GPU market. Any comparison to contemporary Intel integrated graphics or AMD equivalents is impossible without the the benchmark database's nearestRivals field, so this analysis must rest on the internal specs and the 50th percentile rank.

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