NVIDIA GeForce 315 OEM
NVIDIA graphics card specifications and benchmark scores
At a Glance
NVIDIANVIDIA GeForce 315 OEM Specifications
GeForce 315 OEM GPU Core
Shader units and compute resources
The NVIDIA GeForce 315 OEM 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.
315 OEM Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the GeForce 315 OEM'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 315 OEM by NVIDIA dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
NVIDIA's GeForce 315 OEM Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The GeForce 315 OEM'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.
GeForce 315 OEM by NVIDIA Cache
On-chip cache hierarchy
On-chip cache provides ultra-fast data access for the 315 OEM, 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.
315 OEM Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the NVIDIA GeForce 315 OEM 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.
Tesla 2.0 Architecture & Process
Manufacturing and design details
The NVIDIA GeForce 315 OEM 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 315 OEM will perform in GPU benchmarks compared to previous generations.
NVIDIA's GeForce 315 OEM Power & Thermal
TDP and power requirements
Power specifications for the NVIDIA GeForce 315 OEM 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 315 OEM to maintain boost clocks without throttling.
GeForce 315 OEM by NVIDIA Physical & Connectivity
Dimensions and outputs
Physical dimensions of the NVIDIA GeForce 315 OEM 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.
NVIDIA API Support
Graphics and compute APIs
API support determines which games and applications can fully utilize the NVIDIA GeForce 315 OEM. 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.
GeForce 315 OEM Product Information
Release and pricing details
The NVIDIA GeForce 315 OEM 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 315 OEM by NVIDIA represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.
GeForce 315 OEM Benchmark Scores
No benchmark data available for this GPU.
About NVIDIA GeForce 315 OEM
The NVIDIA GeForce 315 OEM is a legacy entry-level graphics card built on the Tesla 2.0 architecture, utilizing a GT216 chip fabricated on a 40 nm process at TSMC. With a production status of end-of-life and a release date in March 2010, this card represents a very early stage of the GeForce 300 generation, positioned between the GeForce 200 series as its predecessor and the GeForce 400 series as its successor. The data shows a 50th percentile ranking against all GPUs, though the average benchmark score is zero, indicating the card is not represented in modern performance databases and should be evaluated solely on its architectural specifications.
Who Should Consider It
The GeForce 315 OEM is strictly a legacy or basic display adapter. Given its 48 shading units, 16 texture mapping units, and 8 raster output units, the card delivers a pixel rate of 3.800 GPixel/s and a texture rate of 7.600 GTexel/s. These figures place it far below any modern gaming threshold. Benchmark results indicate that this card is unsuitable for contemporary 3D applications, even at low resolutions and minimal settings. The FP32 performance of 105.6 GFLOPS confirms that any compute or gaming workload will be severely limited.
The appropriate use case is basic desktop productivity, 2D applications, or as a diagnostic/testing card for older systems. It is not recommended for gaming at any resolution, including 720p or 1080p, as the texture and pixel throughput are insufficient for even older titles. For high-definition video playback, the card lacks dedicated decode engines that are not listed in the data, so software decoding would be required. The 512 MB memory capacity and 64-bit bus width are adequate only for framebuffer operations at low resolutions, such as 1024x768 or 1280x720, where the card can handle simple 2D interfaces without strain. The card offers no headroom for resolution scaling, and the 12.64 GB/s bandwidth becomes a bottleneck beyond basic output tasks.
Memory Subsystem
The memory subsystem consists of 512 MB of DDR3 memory operating at 790 MHz, which translates to 1580 Mbps effective. The bus width is 64 bit, yielding a total bandwidth of 12.64 GB/s. This configuration is extremely modest by any standard. For high-resolution workloads, the bandwidth is the primary limiting factor. At 1080p, a typical framebuffer with depth and color buffers would consume a significant portion of the available memory, and the 64-bit interface would struggle to deliver textures and geometry data efficiently. The data indicates that the card’s bandwidth is over an order of magnitude lower than what is required for smooth operation in modern games at any resolution above 720p.
The small 512 MB capacity also restricts texture detail and anti-aliasing options. Even at 720p, many games from the card’s era would exceed this capacity with high-quality textures, forcing the system to swap data through the slow 12.64 GB/s pipe. The 64-bit bus is a clear architectural constraint, as wider buses (typically 128-bit or 256-bit) are necessary for balanced performance in 3D rendering. For a card of this class, the memory subsystem is sufficient only for framebuffer output and basic 2D acceleration. The pixel rate of 3.800 GPixel/s aligns with the memory bandwidth, suggesting that the card is internally consistent but fundamentally limited to low-resolution, low-detail scenarios.
Ray Tracing and Feature Set
The GeForce 315 OEM has no ray tracing cores and no tensor cores, as these are not listed in the specifications. This is expected for a Tesla 2.0 architecture card from 2010, which predates hardware-accelerated ray tracing by nearly a decade. Consequently, any ray-traced workloads are entirely unsupported in hardware and would require software emulation, which is impractical given the 105.6 GFLOPS FP32 throughput. The feature set is defined by API support rather than dedicated hardware.
The card supports DirectX 11.1, but with a feature level of 10_1. This distinction is critical: the card can run under the DirectX 11.1 runtime, but it does not support the full DirectX 11 feature set. Shader Model 4.1 is implied by the 10_1 feature level, meaning geometry shaders and certain texture operations are available, but tessellation and compute shaders from DirectX 11 are not. OpenGL 3.3 is the highest supported graphics API, which limits compatibility with modern applications relying on OpenGL 4.x features. Vulkan is not supported. The display outputs include 1x DVI, 1x HDMI, and 1x VGA, allowing for multi-monitor setups but only at resolutions the card can drive. The lack of tensor cores also means no AI-accelerated features such as DLSS or any form of neural upscaling.
How It Compares
The nearestRivals field is empty, meaning there is no comparative benchmark data available from the FACT PACK. The percentileVsAllGpus field indicates a 50th percentile ranking, but with an average benchmark score of zero, this percentile is likely based on the absence of scores rather than a meaningful performance measurement. Without rival data, the card must be assessed on absolute specifications. Its 33 W TDP and single-slot design are typical for an entry-level OEM card, but the 105.6 GFLOPS FP32 performance is several orders of magnitude below any card from the past decade.
In the absence of direct rivals, the comparison is against the broader market context. The card’s 12.64 GB/s bandwidth and 64-bit bus are characteristic of integrated graphics from the same era, not discrete solutions. The 48 shading units are a fraction of what even low-end cards from the subsequent GeForce 400 series offered. The data suggests that the GeForce 315 OEM was designed for basic OEM system integration, not for competitive gaming or workstation tasks. Its 50th percentile ranking likely reflects that it sits exactly at the median of all GPUs ever released, but this is misleading because the database includes many older and similarly weak cards.
The FP32 throughput of 105.6 GFLOPS is lower than some CPU integrated graphics from the mid-2010s, and the 3.800 GPixel/s fill rate is insufficient for any modern display scaling. The card’s only advantage is its low power draw and lack of external power connectors, which makes it easy to install in legacy systems. However, for any performance comparison, the card is effectively non-competitive.
Power and Cooling
The GeForce 315 OEM has a TDP of 33 W, which is very low by any standard. The suggested PSU rating is 200 W, which is a modest requirement that any standard desktop power supply from the card’s era would meet. The card requires no external power connectors, drawing all power from the PCIe 2.0 x16 slot. This makes installation straightforward, but the 33 W TDP also means that the cooling solution is minimal. The card is single-slot, with a length of 168 mm (6.6 inches), which fits easily into most chassis from the time.
The low power consumption is a double-edged sword. It allows the card to be used in systems with weak power supplies, but it also confirms the card’s minimal processing capabilities. The 40 nm process node and 486 million transistors on a 100 mm² die result in a transistor density of 4.9M / mm², which is low by modern standards but was efficient for 2010. The 33 W power envelope means that the cooler is likely a small passive or low-speed fan design, though the specific cooler type is not listed. The card’s power draw is so low that thermal management is not a concern, but the performance ceiling is correspondingly low. For users considering this card, the 200 W PSU recommendation is easy to satisfy, but the card’s capabilities are the limiting factor, not power delivery.
FAQ
Q: What is the maximum supported DirectX version?
A: The card supports DirectX 11.1, but only with a feature level of 10_1, meaning it cannot run full DirectX 11 features like tessellation.
Q: Can this card handle 1080p gaming?
A: No. The 12.64 GB/s bandwidth and 3.800 GPixel/s pixel rate are insufficient for smooth 1080p gameplay in any modern title, and even older games would require low settings and reduced resolutions.
Q: Does the card require a dedicated power connector?
A: No. The powerConnectors field lists "None," and the card draws all its power from the PCIe 2.0 x16 slot, with a total TDP of 33 W.
Q: What is the memory size and type?
A: The card has 512 MB of DDR3 memory on a 64-bit bus, providing 12.64 GB/s of bandwidth.
Q: Does the card support Vulkan?
A: No. The Vulkan API is listed as null, and the highest supported graphics API is OpenGL 3.3.
Q: Is ray tracing supported?
A: No. The card has no ray tracing cores or tensor cores, and hardware-accelerated ray tracing is not available on the Tesla 2.0 architecture.
Q: What display outputs are available?
A: The card offers 1x DVI, 1x HDMI, and 1x VGA, allowing for basic multi-monitor setups at low resolutions.
The AMD Equivalent of GeForce 315 OEM
Looking for a similar graphics card from AMD? The AMD Radeon RX 480 offers comparable performance and features in the AMD lineup.
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