NVIDIA GeForce Go 6800 Ultra
NVIDIA graphics card specifications and benchmark scores
At a Glance
NVIDIANVIDIA GeForce Go 6800 Ultra Specifications
GeForce Go 6800 Ultra GPU Core
Shader units and compute resources
The NVIDIA GeForce Go 6800 Ultra 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 Ultra Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the GeForce Go 6800 Ultra'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 Ultra by NVIDIA dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
NVIDIA's GeForce Go 6800 Ultra Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The GeForce Go 6800 Ultra'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 Ultra Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the NVIDIA GeForce Go 6800 Ultra 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 Ultra 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 Ultra will perform in GPU benchmarks compared to previous generations.
NVIDIA's GeForce Go 6800 Ultra Power & Thermal
TDP and power requirements
Power specifications for the NVIDIA GeForce Go 6800 Ultra 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 Ultra to maintain boost clocks without throttling.
GeForce Go 6800 Ultra by NVIDIA Physical & Connectivity
Dimensions and outputs
Physical dimensions of the NVIDIA GeForce Go 6800 Ultra 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 Ultra. 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 Ultra Product Information
Release and pricing details
The NVIDIA GeForce Go 6800 Ultra 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 Ultra 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 Ultra Benchmark Scores
No benchmark data available for this GPU.
About NVIDIA GeForce Go 6800 Ultra
The NVIDIA GeForce Go 6800 Ultra is a mobile GPU from the GeForce Go 6 (Go 6000) generation. Its chip is the NV41, built on the Curie architecture and fabricated by TSMC on a 130 nm process. The die contains 190 million transistors spread across 225 mm², yielding a transistor density of 844.4K per mm². The bus interface is PCIe 1.0 x16, and the display outputs are listed as portable device dependent. The release date is 2005-02-23, and the production status is end-of-life. In the database, the GPU has no recorded benchmark runs, an average benchmark score of 0, and a 50th percentile placement against all GPUs. It sits between the GeForce FX Go 5 and the GeForce Go 7 in the product line. The architecture field names Curie, and the API fields cap the feature level at DirectX 9.0c (9_3). The hardware table also lists a 256 MB GDDR3 frame buffer and an 89 W TDP, both of which are central to the analysis. Without a single benchmark entry, the percentile and the hardware specification table are the only analytical material; conclusions are therefore limited to what those fields can support.
Who Should Consider It
The 50th percentile placement is the first signal. This GPU is the median of the tracked database, meaning half of all GPUs rank above it and half below. It is not a top-tier mobile part, and it is not an entry-level one either. This is a product from the Go 6000 generation, so the intended software environment is the one that shipped alongside early PCIe 1.0 x16 systems. For someone using software tied to the DirectX 9.0c era, the feature set is a match: DirectX 9.0c (9_3), OpenGL 2.0 full, and OpenGL 2.1 partial. The rendering pipeline is defined by 12 texture mapping units and 8 raster output units, with a texture rate of 5.400 GTexel/s and a pixel rate of 3.600 GPixel/s. The pixel rate is the more restrictive number for high resolutions; every pixel drawn passes through the ROPs, and at 3.600 GPixel/s the budget for large frame buffers shrinks quickly. The texture rate is higher, so texture-heavy scenes are comparatively less expensive. That leads to a straightforward settings recommendation: favor moderate resolutions and conservative quality settings, and let the 256-bit memory subsystem do the work.
The 256 MB frame buffer is the second boundary. High-detail textures and high resolution both consume capacity, and once the 256 MB buffer is exceeded, the 38.40 GB/s bus must carry the overflow. A user running old DirectX 9.0c titles at the settings typical of that hardware generation will find a capable, mid-pack experience. A user expecting high resolutions with maximum visual quality will meet the 3.600 GPixel/s pixel-rate ceiling first, then the memory ceiling. There is no benchmark score to refine the recommendation further, so treat this as a moderate-settings part.
Memory Subsystem
The memory subsystem is a point in this GPU's favor. It uses 256 MB of GDDR3 on a 256-bit bus, with a memory clock of 600 MHz and an effective data rate of 1200 Mbps. The resulting bandwidth is 38.40 GB/s. The 256-bit bus is the strongest single memory specification in the entry: it gives the GPU a wide path to the frame buffer, which matters when the memory clock is 600 MHz rather than a higher figure. Bandwidth is still the concrete limit. At high resolutions, the data that must move through the memory bus grows with the number of pixels and the amount of texture data in use. 38.40 GB/s is the ceiling for that movement, and it is shared by everything the GPU needs to read or write. With 256 MB of capacity, any scene that cannot fit entirely in local memory will repeatedly call on that same 38.40 GB/s pipe. The wide bus softens the problem, but it cannot raise the effective data rate beyond 1200 Mbps or add capacity beyond 256 MB. For high-resolution work, the memory subsystem is the constraining resource; for moderate resolutions, it is more than adequate.
Ray Tracing and Feature Set
There are no RT cores and no tensor cores in the specification. The API list is equally explicit: DirectX 9.0c (9_3), OpenGL 2.0 full, OpenGL 2.1 partial, and no Vulkan. This is a feature set locked to its release window of 2005-02-23. DirectX 9.0c (9_3) is the highest API level available, so anything built for later DirectX versions is outside the GPU's capabilities. The OpenGL situation is nuanced: 2.0 is fully supported, but 2.1 is only partial, so applications relying on complete OpenGL 2.1 behavior may not run correctly. The absence of Vulkan removes any path to modern low-level API access. Without tensor cores, there is also no hardware support for AI-accelerated features; without RT cores, there is no dedicated ray tracing acceleration. Users should treat the Go 6800 Ultra as a DirectX 9.0c part with partial OpenGL 2.1 support and no path to newer APIs.
FAQ
Q: What is the VRAM capacity and type of the GeForce Go 6800 Ultra?
A: The entry lists 256 MB of GDDR3.
Q: What is the memory bus width and bandwidth?
A: The bus width is 256-bit, the memory clock is 600 MHz with an effective data rate of 1200 Mbps, and the bandwidth is 38.40 GB/s.
Q: Does the GPU support a newer DirectX version or Vulkan?
A: No. The listed APIs are DirectX 9.0c (9_3), OpenGL 2.0 full, and OpenGL 2.1 partial; Vulkan is absent.
Q: Does it have RT cores or tensor cores?
A: No. Both the RT core and tensor core fields are null in the data.
Q: What is the TDP and what power connectors does it require?
A: The TDP is 89 W, and the power connector field is "None."
Q: When was it released, and what are its predecessor and successor?
A: The release date is 2005-02-23. The predecessor is the GeForce FX Go 5 and the successor is the GeForce Go 7. Both belong to the same mobile Go product line.
How It Compares
The nearest-rivals list for the Go 6800 Ultra is empty. There are therefore no rival names, no rival scores, and no deltaPct values to cite. The only comparative numbers in the data are the 50th percentile against all GPUs and the average benchmark score of 0. A 50th percentile standing means it sits exactly in the middle of the database's GPU population. That is a useful anchor: not a high-end part by any measure, but not at the bottom. The average benchmark score of 0 reflects the empty benchmark array, not a measured performance level, so no per-rival percentage deltas can be computed. The percentile value of 50 is the only ranking number present, and it carries no margin information; there is no indication of how close or far other GPUs are. In the product family, the Go 6800 Ultra is bracketed by the GeForce FX Go 5 before it and the GeForce Go 7 after it, but those are lineage reference points rather than benchmark-based comparisons. Without nearest rivals, all comparative analysis ends at the percentile.
Power and Cooling
The power specification centers on a TDP of 89 W. That is the design thermal load that the host portable device must manage. The power connector field is "None," which means the GPU does not take an auxiliary power cable; the host platform supplies power through its own system. The suggested PSU field is empty, so no power supply unit is recommended in the data. This is consistent with a mobile part whose display outputs are also portable device dependent: the device, not the GPU, defines the electrical and thermal envelope. On the process side, the 130 nm node and 190 million transistors in 225 mm² set the context for the 89 W figure. Cooling is not specified by any dimension in the pack — there is no slot width, no cooler length, and no heatsink data. A portable-system designer would have to fit a solution capable of absorbing 89 W, but the database does not state the physical cooler requirements. At end-of-life status, the practical takeaway is that the 89 W TDP is the number to plan around if the GPU is ever used in a custom or refurbished portable system.
The AMD Equivalent of GeForce Go 6800 Ultra
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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