NVIDIA GeForce Go 7400
NVIDIA graphics card specifications and benchmark scores
At a Glance
NVIDIANVIDIA GeForce Go 7400 Specifications
GeForce Go 7400 GPU Core
Shader units and compute resources
The NVIDIA GeForce Go 7400 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 7400 Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the GeForce Go 7400'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 7400 by NVIDIA dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
NVIDIA's GeForce Go 7400 Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The GeForce Go 7400'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 7400 Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the NVIDIA GeForce Go 7400 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 7400 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 7400 will perform in GPU benchmarks compared to previous generations.
NVIDIA's GeForce Go 7400 Power & Thermal
TDP and power requirements
Power specifications for the NVIDIA GeForce Go 7400 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 7400 to maintain boost clocks without throttling.
GeForce Go 7400 by NVIDIA Physical & Connectivity
Dimensions and outputs
Physical dimensions of the NVIDIA GeForce Go 7400 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 7400. 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 7400 Product Information
Release and pricing details
The NVIDIA GeForce Go 7400 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 7400 by NVIDIA represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.
GeForce Go 7400 Benchmark Scores
No benchmark data available for this GPU.
About NVIDIA GeForce Go 7400
Benchmark Performance
The NVIDIA GeForce Go 7400 occupies a peculiar position in the benchmark database: its aggregate percentile ranking sits at exactly the 50th percentile of all GPUs tracked, yet it carries an average benchmark score of zero. This apparent contradiction stems from the fact that no synthetic benchmark submissions exist for this part in the database, making its percentile placement a positional artifact rather than a performance measurement. The chip is built on TSMC's 90 nm process with 112 million transistors packed into an 81 mm² die, yielding a transistor density of 1.4 million transistors per square millimeter.
In the absence of direct benchmark scores, the pixel and texture throughput figures provide the clearest performance indicators. The GeForce Go 7400 delivers a pixel rate of 900.0 MPixel/s and a texture rate of 1.800 GTexel/s, figures derived from its 4 texture mapping units and 2 ROPs running at the memory clock's base frequency. These numbers place it firmly in the entry-level mobile segment of its generation, where the limiting factor is the narrow 64-bit memory bus paired with 128 MB of GDDR3 memory running at 450 MHz (900 Mbps effective). That configuration yields 7.200 GB/s of memory bandwidth, a figure that would bottleneck even the modest compute capabilities of the Curie architecture in texture-heavy workloads.
The 50th percentile ranking, while not reflecting any measured performance, does indicate that the database's positional algorithm considers this GPU to be exactly mid-pack relative to all other entries. That said, without rival comparison data in the nearestRivals field, the percentile cannot be contextualized against specific competitors. What the data does show is a chip designed for basic 3D acceleration in portable systems circa early 2006, with DirectX 9.0c (shader model 9_3) support being its primary API feature. The 2 ROPs and 4 TMUs suggest the architecture was optimized for fill-rate efficiency at low resolutions rather than complex pixel shading.
How It Compares
The nearestRivals array is empty in the FACT PACK, meaning the database currently holds no direct comparison points for the GeForce Go 7400 against other GPUs. This absence of comparative data limits any positional analysis to the single percentile figure of 50. In practical terms, this means the Go 7400 sits exactly at the median of all GPUs in the database, but without named rivals, the specific performance deltas that would normally anchor such a comparison cannot be calculated. The chip's predecessor is listed as GeForce Go 6 and its successor as GeForce 8M, which frames it as a transitional product within NVIDIA's mobile lineup. The architecture is Curie, the same generation that powered desktop GeForce 7-series parts, but the mobile implementation clearly sacrificed width and memory capacity for power efficiency. Without rival scores or deltaPct values, the only verifiable comparison is generational: it succeeds the Go 6 series and precedes the GeForce 8M, with the latter presumably offering DirectX 10 support (though that is not stated in the FACT PACK).
Power and Cooling
The FACT PACK does not list a TDP figure for the GeForce Go 7400, so any thermal analysis must remain qualitative. What is known is that the chip requires no power connectors, the field reads "None", which indicates the card draws its power entirely from the PCIe 1.0 x16 bus interface. For a mobile GPU, this is typical: the system's main power delivery handles the graphics processor without additional cabling. The suggested PSU field is likewise empty, which aligns with the product's intended use in laptops and other portable devices where the power supply is integrated into the system's AC adapter. The display outputs are listed as "Portable Device Dependent," reinforcing that this is an integrated mobile solution, not a discrete add-in card. The 90 nm process node, while mature for 2006, would have produced moderate heat, but without a TDP number, the data cannot specify cooling requirements beyond stating that OEM systems would have used whatever thermal solution was deemed appropriate for the chassis. The absence of slot width and dimensions data further confirms this is not a user-serviceable component.
FAQ
Q: What is the memory configuration of the GeForce Go 7400?
A: The GPU comes with 128 MB of GDDR3 memory on a 64-bit bus, running at an effective 900 Mbps, which yields a bandwidth of 7.200 GB/s.
Q: Does the GeForce Go 7400 support hardware ray tracing?
A: No. The FACT PACK lists null values for both RT cores and tensor cores, and the architecture is Curie, which predates ray tracing hardware by over a decade.
Q: What DirectX version is supported?
A: The GPU supports DirectX 9.0c with shader model 9_3. It does not support Vulkan, and OpenGL support is limited to version 2.1.
Q: What is the manufacturing process and die size?
A: The chip is fabricated by TSMC on a 90 nm process, with a die size of 81 mm² and 112 million transistors.
Q: Is the GeForce Go 7400 still in production?
A: No. The production status is listed as "End-of-life," and it was released on January 31, 2006.
Q: What power connectors does the card require?
A: The FACT PACK lists "None" for power connectors, meaning the GPU draws power solely from the PCIe 1.0 x16 slot.
Q: What is the pixel and texture throughput?
A: The pixel rate is 900.0 MPixel/s, and the texture rate is 1.800 GTexel/s, based on 2 ROPs and 4 TMUs respectively.
Ray Tracing and Feature Set
The GeForce Go 7400 has no ray tracing capabilities whatsoever, the rtCores field is null, and the tensor core count is also null. This is expected for a GPU from the Curie architecture era, which shipped in early 2006, years before hardware-accelerated ray tracing became a consumer feature. The feature set instead revolves around the DirectX 9.0c (shader model 9_3) API, which supports pixel shader 3.0 and vertex shader 3.0, the hallmark of that DirectX iteration. OpenGL support extends to version 2.1, which was current for the mid-2000s but lacks modern features like compute shaders or tessellation. Vulkan is not supported, as that API did not exist at the time of this product's release.
The shader model 9_3 support is notable because it was the baseline for many early-2000s game titles, allowing the Go 7400 to run DirectX 9 games with reduced settings. The 2 ROPs and 4 TMUs are the hard limits: texture-heavy scenes would saturate the 1.800 GTexel/s fill rate quickly, and the 7.200 GB/s memory bandwidth would choke on high-resolution textures. The 128 MB framebuffer, while adequate for 1024x768 in 2006, would be immediately exhausted by modern workloads. The bus interface is PCIe 1.0 x16, which provides sufficient bandwidth for the GPU's modest memory traffic. The display outputs being "Portable Device Dependent" means the laptop manufacturer determined the actual video connections (VGA, DVI, or proprietary), and the GPU itself had no fixed output configuration. In summary, the feature set is entirely fixed-function and programmable-shader era basic, with no hardware acceleration for modern APIs or ray tracing. The 90 nm process and 112 million transistors were typical for a mid-range mobile chip of that vintage, and the 50th percentile ranking, while benchmark-free, suggests the database views it as an average performer, likely due to the ubiquity of such entry-level mobile parts in the laptop market of its era.
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