NVIDIA GeForce 6800
NVIDIA graphics card specifications and benchmark scores
At a Glance
NVIDIANVIDIA GeForce 6800 Specifications
GPU Core
Shader units and compute resources
The NVIDIA GeForce 6800 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.
6800 Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the GeForce 6800'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 6800 by NVIDIA dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
NVIDIA's GeForce 6800 Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The GeForce 6800'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.
6800 Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the NVIDIA GeForce 6800 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.
Curie Architecture & Process
Manufacturing and design details
The NVIDIA GeForce 6800 is built on NVIDIA's Curie 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 6800 will perform in GPU benchmarks compared to previous generations.
Power & Thermal
TDP and power requirements
Power specifications for the NVIDIA GeForce 6800 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 6800 to maintain boost clocks without throttling.
GeForce 6800 by NVIDIA Physical & Connectivity
Dimensions and outputs
Physical dimensions of the NVIDIA GeForce 6800 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 6800. 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 6800 Product Information
Release and pricing details
The NVIDIA GeForce 6800 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 6800 by NVIDIA represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.
About NVIDIA GeForce 6800
The NVIDIA GeForce 6800, built on the NV41 chip at 130 nm with 190 million transistors, occupies a distinctive position in the GPU landscape. Released in November 2004, it sits at the 50th percentile of all GPUs in the benchmark database — a midpoint that reflects its role as a mainstream PCIe offering. With no auxiliary power connectors and a 200 W suggested PSU, this is a card designed to slip into a broad range of systems without demanding premium infrastructure.
Benchmark Performance
The data shows the GeForce 6800 landing exactly at the 50th percentile among all GPUs in the database. That places it in the middle of the performance distribution — neither a flagship nor an entry-level part. With an average benchmark score of 0 in the current dataset, the card's relative standing is defined more by its architectural balance than by raw competitive deltas.
The chip's throughput figures tell a coherent story. The 12 texture mapping units deliver a texture rate of 3.900 GTexel/s, while the 8 ROPs produce a pixel rate of 2.600 GPixel/s. The texture rate exceeds the pixel rate, indicating a design tuned for texture-heavy workloads rather than fill-rate-bound scenarios. In practice, this means the card handles detailed surfaces and mipmapped environments with proportionally less strain than it would face in heavy overdraw situations.
Because the nearestRivals list is empty, direct percentage comparisons against specific competitors are not available in this dataset. However, the 50th percentile ranking provides context: half of all GPUs in the database score below this card, and half score above. For a 2004-era PCIe part, that midpoint is a meaningful achievement, as it suggests the card was competitive across a broad range of titles at the time of its release.
The 130 nm process, with 190 million transistors on a 225 mm² die, yields a transistor density of 844.4K per square millimeter. That density figure is modest by modern standards, but it reflects the Curie architecture's efficiency in its era. The card's end-of-life production status means it is no longer a moving target; its performance profile is fixed in the database.
Power and Cooling
The GeForce 6800 is notably restrained in its power requirements. The FACT PACK lists no auxiliary power connectors — the card draws all its power from the PCIe 1.0 x16 slot. A suggested PSU of 200 W is specified, which is remarkably low for a GPU of this era, indicating that the card was designed to slot into mainstream systems without requiring a PSU upgrade.
The single-slot cooling solution is consistent with this modest power profile. Without a TDP figure in the data, the card's thermal output must be inferred from its connector and PSU requirements. The absence of power connectors suggests a board power draw well within the PCIe slot's capacity, and the 200 W system PSU recommendation implies the card itself consumes a fraction of that total.
For system builders, the implications are straightforward: this is a drop-in card for any machine with a functional PCIe 1.0 x16 slot and a 200 W or better power supply. The lack of power connectors eliminates cable management concerns and makes the card compatible with older or lower-wattage PSUs that lack PCIe power leads. The single-slot form factor also preserves adjacent expansion slots, a practical benefit in the compact cases of the mid-2000s.
Memory Subsystem
The memory configuration is one of the 6800's defining characteristics. It pairs 256 MB of DDR memory with a 256-bit bus, producing a bandwidth of 19.20 GB/s. The memory clock runs at 300 MHz, with an effective data rate of 600 Mbps per pin.
The 256-bit bus width is the key enabler here. At a 300 MHz clock, a narrower bus would deliver only a fraction of the bandwidth, so the wide bus compensates for the relatively modest memory clock. This design choice favors capacity and bus width over raw speed, a trade-off that made sense for a mid-2000s card targeting the resolutions common in that era.
For high-resolution gaming, 19.20 GB/s of bandwidth places a ceiling on how much texture data the card can stream per second. At higher resolutions and with anisotropic filtering enabled, texture fetch demands scale with pixel count. The 3.900 GTexel/s texture rate means the card can theoretically consume billions of texels per second, but the memory subsystem must feed those texels. The 19.20 GB/s bandwidth, while adequate for the card's era, would become a bottleneck in scenarios with heavy texture churn.
The 256 MB frame buffer is another consideration. At the card's release in late 2004, 256 MB was becoming the standard for mid-range and high-end cards, but it limits the card's ability to handle very large textures or high-resolution frame buffers with anti-aliasing enabled. The 2.600 GPixel/s pixel rate, combined with 8 ROPs, means the card can fill billions of pixels per second — enough for the common resolutions of its day at playable frame rates, but with diminishing headroom as resolutions climb.
Who Should Consider It
The 50th percentile standing suggests the GeForce 6800 is a card for users whose needs align with its mid-pack performance. In the database's distribution, this card outperforms half of all GPUs, which positions it as a viable option for gaming at medium to high settings at the resolutions common in its era, depending on the title.
The texture and pixel rates support this interpretation. A texture rate of 3.900 GTexel/s and a pixel rate of 2.600 GPixel/s are balanced for the resolutions typical of 2004. At the standard resolutions of the period, the card can redraw the entire screen many times per second at its peak pixel rate, though real-world efficiency never approaches that theoretical ceiling.
Users considering this card today — or in a retro-build context — should temper expectations. The 256 MB frame buffer and 19.20 GB/s bandwidth will struggle with modern games or high-resolution textures. However, for period-appropriate software from the DirectX 9.0c era, the card's feature set and performance profile are well matched. The 200 W PSU requirement also makes it an easy addition to a period-correct system without hunting for high-wattage power supplies.
The card's PCIe 1.0 x16 interface is another consideration. While it is electrically compatible with modern PCIe slots, the 1.0 signaling rate limits data transfer compared to later revisions. For a card with 19.20 GB/s of memory bandwidth, the PCIe 1.0 x16 link is not the primary bottleneck, but it is a factor in system-level performance.
Ray Tracing and Feature Set
The GeForce 6800 has no ray tracing cores and no tensor cores — the FACT PACK lists both as null. This is unsurprising for a 2004 GPU, as ray tracing acceleration and tensor processing were introduced many years later. The card's feature set is defined entirely by its Curie architecture and the APIs it supports.
On the API front, the card supports DirectX 9.0c with the 9_3 feature level, and OpenGL 2.0 in full with partial OpenGL 2.1 support. The DirectX 9.0c support is the headline feature for its era, as it enables the card to run the shader-heavy titles of the mid-2000s. The 9_3 feature level represents the highest tier of DirectX 9.0c, which was the modern standard at the time of the card's release.
The absence of Vulkan support is notable, though expected for a card from this era. The FACT PACK lists Vulkan as null, and the 6800's end-of-life production status means it will never receive such support. For users interested in this card, the relevant software ecosystem is DirectX 9.0c and OpenGL 2.0/2.1 titles from the period around its release.
The display outputs — 1x DVI, 1x VGA, and 1x S-Video — reflect the connectivity standards of the time. The DVI output supports digital displays, the VGA output covers analog monitors, and the S-Video output enables television connectivity. This trio of outputs made the card versatile for both desktop and home-theater use.
The card's texture and pixel rates, combined with its DirectX 9.0c support, define its feature-set relevance. It can handle the shader models and texture operations that games of its era demanded, but it lacks the dedicated hardware for ray tracing or AI-accelerated features that modern GPUs carry. The 50th percentile ranking in the database is a fair summary: a competent mid-pack card for its generation, with a feature set that was contemporary in 2004 but has been superseded by subsequent architectures.
The successor to this card, the GeForce 7 PCIe series, and its predecessor, the GeForce PCX, bracket its position in NVIDIA's lineup. The 6800's role as a PCIe-enabled mainstream part is clear from the data: single-slot, no power connectors, 200 W system PSU suggestion, and a 50th percentile performance standing. It is a card that made PCIe graphics accessible to a broad audience without demanding premium power or cooling infrastructure.
Detailed benchmark scores and charts for the NVIDIA GeForce 6800 are below.
Benchmark Scores
No benchmark data available for this GPU.
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