NVIDIA GeForce Go 6800
NVIDIA graphics card specifications and benchmark scores
At a Glance
NVIDIANVIDIA GeForce Go 6800 Specifications
GeForce Go 6800 GPU Core
Shader units and compute resources
The NVIDIA GeForce Go 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.
Go 6800 Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the GeForce Go 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 Go 6800 by NVIDIA dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
NVIDIA's GeForce Go 6800 Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The GeForce Go 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.
Go 6800 Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the NVIDIA GeForce Go 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 Go 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 Go 6800 will perform in GPU benchmarks compared to previous generations.
NVIDIA's GeForce Go 6800 Power & Thermal
TDP and power requirements
Power specifications for the NVIDIA GeForce Go 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 Go 6800 to maintain boost clocks without throttling.
GeForce Go 6800 by NVIDIA Physical & Connectivity
Dimensions and outputs
Physical dimensions of the NVIDIA GeForce Go 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 Go 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 Go 6800 Product Information
Release and pricing details
The NVIDIA GeForce Go 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 Go 6800 by NVIDIA represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.
GeForce Go 6800 Benchmark Scores
No benchmark data available for this GPU.
About NVIDIA GeForce Go 6800
The NVIDIA GeForce Go 6800 is a mobile GPU from the GeForce Go 6 (Go 6000) generation, based on the NV41 chip and Curie architecture. TSMC fabricated the die on a 130 nm process, with 190 million transistors in a 225 mm² area, yielding a transistor density of 844.4K / mm². The release date is 2004-11-07, and the production status is end-of-life. In the benchmark database, the Go 6800 has no benchmark entries, an average benchmark score of 0, and a 50th percentile position among all GPUs. The nearestRivals list is empty.
Benchmark Performance
The most important result for the Go 6800 is the absence of results. The benchmark record contains no measured scores, so the average benchmark score of 0 represents a lack of samples rather than a measured level of performance. The 50th percentile is the only positional value in the database. That places the product at the midpoint of all GPUs in the database, but because no benchmark samples exist, the percentile cannot be tied to any actual frame-rate or compute result.
The hardware data provides a set of static throughput limits. The pixel rate is 2.400 GPixel/s, and the texture rate is 3.600 GTexel/s. These figures are produced by 12 TMUs and 8 ROPs. The memory side consists of 256 MB of GDDR3 on a 256 bit bus, with a memory clock of 550 MHz and an effective data rate of 1100 Mbps. The resulting bandwidth is 35.20 GB/s. Those values describe how quickly pixel, texture, and memory data can move, but the database does not contain an aggregate benchmark score that translates them into application performance.
No base, boost, or game clock is recorded for the GPU core. No shading-unit count is recorded, and no FP32 or FP16 throughput is recorded. As a result, the only compute-related numbers available are the pixel rate, texture rate, and memory bandwidth. The 2.400 GPixel/s and 3.600 GTexel/s figures are fixed-function processing ceilings. Without core clocks or shading units, the broader shader-level performance cannot be derived from this record.
The 50th percentile is a neutral ranking signal. It does not say that the Go 6800 is better or worse than any specific product. It simply indicates that the database places it in the middle of the distribution of all GPUs. Because the nearestRivals array is empty, there are no deltaPct values, no rival scores, and no rival names to cite. The benchmark performance of the Go 6800 must therefore be described as unmeasured in this database.
Power and Cooling
The thermal design power of the Go 6800 is 45 W. This is the only power figure in the record. The slot width is MXM Module, and the bus interface is MXM-III, indicating a modular mobile graphics implementation rather than a desktop expansion card. The power connectors field is None, so the module does not require external power cables. The database also lists no suggested PSU, meaning no recommended power-supply rating is available.
With no power connectors present, the MXM interface is responsible for both data and power delivery. The 45 W TDP is the limit that a host laptop design must accommodate. No dimensions are recorded for the module, and no cooler size can be inferred from the database. The power and cooling profile is thus defined by the 45 W envelope and the MXM form factor.
The absence of a suggested PSU is consistent with a mobile module. Desktop power-supply sizing is not part of the record. The display outputs are listed as Portable Device Dependent, which further indicates that the module is designed to be installed in a notebook whose display connections and power delivery are controlled by the host system.
How It Compares
The nearestRivals array in the database is empty. Therefore no rival comparisons can be made from the recorded benchmark data. There are no rival names, no rival scores, and no deltaPct percentages. The only contextual placement is the 50th percentile among all GPUs, which is too broad to identify a specific competitive relationship.
The product lineage provides two adjacent points. The predecessor is the GeForce FX Go 5, and the successor is the GeForce Go 7. The database does not list benchmark scores for either of these parts in the Go 6800 record, and neither is placed in nearestRivals. A generational relationship is therefore known, but a quantitative performance difference is not.
Because no nearestRivals are listed, no rival-by-rival performance paragraphs can be written. The empty rival list is itself a meaningful data finding: any statement that the Go 6800 is faster or slower than a named competitor would require benchmark data that this database does not contain.
Who Should Consider It
The Go 6800 is a 45 W MXM Module GPU with no auxiliary power connectors. That combination is aimed at notebook and portable systems where the MXM-III interface is available and where the host platform can supply power within a 45 W thermal envelope. The display outputs being Portable Device Dependent means the laptop determines the actual display configuration.
The performance guidance from the data is limited. The average benchmark score is 0, so no measured frame-rate or resolution recommendation can be made. The available throughput numbers are 2.400 GPixel/s, 3.600 GTexel/s, and 35.20 GB/s of memory bandwidth. Workloads that remain within a 256 MB memory footprint and fit within those fixed-function rates are the realistic candidates.
The 50th percentile ranking suggests a middle-of-the-database product, but with no scores to confirm what that means in real applications. Users should consider the Go 6800 if they need a modular MXM-III mobile GPU, if 256 MB GDDR3 is adequate for the intended workload, and if the absence of measured benchmark performance is acceptable. Users looking for current ray tracing acceleration or tensor acceleration should not consider it, because those features are not present in the record.
Ray Tracing and Feature Set
The Go 6800 has no ray tracing cores and no tensor cores recorded. It uses the Curie architecture, and its API support is DirectX 9.0c (9_3) with OpenGL 2.0 full and OpenGL 2.1 partial. Vulkan support is not listed, so the feature set ends before the Vulkan API generation.
The fixed-function units in the record are 12 TMUs and 8 ROPs. These are textured and pixel processing units, not dedicated ray traversal units or tensor units. The memory configuration of 256 MB GDDR3 on a 256 bit bus provides 35.20 GB/s of bandwidth, which feeds those units.
Without ray tracing cores, hardware-accelerated ray tracing is unavailable. Without tensor cores, hardware-accelerated tensor operations are unavailable. The recorded API support confirms the feature set belongs to the DirectX 9.0c and OpenGL 2.0/2.1 era. The partial OpenGL 2.1 entry means the implementation does not fully cover the OpenGL 2.1 specification.
The absence of Vulkan is also significant. Any application that requires Vulkan support cannot rely on this GPU. The feature set is entirely defined by the Curie-era API levels and the fixed-function units. For a modern feature evaluation, the Go 6800 is end-of-life, with no RT cores, no tensor cores, no Vulkan, and a maximum API level of DirectX 9.0c (9_3) plus partial OpenGL 2.1.
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