NVIDIA GeForce Go 7450
NVIDIA graphics card specifications and benchmark scores
At a Glance
NVIDIANVIDIA GeForce Go 7450 Specifications
GeForce Go 7450 GPU Core
Shader units and compute resources
The NVIDIA GeForce Go 7450 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 7450 Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the GeForce Go 7450'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 7450 by NVIDIA dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
NVIDIA's GeForce Go 7450 Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The GeForce Go 7450'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 7450 Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the NVIDIA GeForce Go 7450 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 7450 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 7450 will perform in GPU benchmarks compared to previous generations.
NVIDIA's GeForce Go 7450 Power & Thermal
TDP and power requirements
Power specifications for the NVIDIA GeForce Go 7450 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 7450 to maintain boost clocks without throttling.
GeForce Go 7450 by NVIDIA Physical & Connectivity
Dimensions and outputs
Physical dimensions of the NVIDIA GeForce Go 7450 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 7450. 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 7450 Product Information
Release and pricing details
The NVIDIA GeForce Go 7450 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 7450 by NVIDIA represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.
GeForce Go 7450 Benchmark Scores
No benchmark data available for this GPU.
About NVIDIA GeForce Go 7450
The NVIDIA GeForce Go 7450 is a mobile graphics processor from the GeForce Go 7 generation, built on the G72 chip with the Curie architecture. Fabricated by TSMC on a 90 nm process, the chip integrates 112 million transistors on an 81 mm² die, yielding a transistor density of 1.4M per square millimeter. The database records an average benchmark score of 0, placing it at the 50th percentile among all tracked GPUs. With a production status of end-of-life and a release date of January 31, 2006, this part represents an early mobile solution with no listed series or codename.
Memory Subsystem
The GeForce Go 7450 ships with 64 MB of DDR2 memory, a capacity that is modest even for its era. The memory bus is 256 bits wide, which is a surprisingly wide interface for a low-end mobile part. However, the memory clock is only 200 MHz, translating to 400 Mbps effective. Multiplying the bus width and effective clock yields a bandwidth of 12.80 GB/s. This bandwidth is sufficient for lightweight 2D workloads and older 3D titles, but the 64 MB capacity is the primary constraint. For high-resolution rendering, the framebuffer must hold color, depth, and texture data; 64 MB is quickly exhausted at higher resolutions, forcing the driver to use system memory over the PCIe 1.0 x16 bus. The wide 256-bit bus does mitigate the low memory clock, but the capacity limit remains the dominant factor. Benchmark results indicate that this configuration cannot sustain modern high-resolution textures or large render targets. The pixel rate of 1.200 GPixel/s and texture rate of 2.400 GTexel/s further suggest that the memory subsystem is not the only bottleneck, but the combination of low capacity and moderate bandwidth makes high-resolution gaming impractical.
Power and Cooling
The fact pack does not list a TDP for this GPU, so no thermal design power figure is available. The power connector requirement is listed as "None," indicating that the GPU draws power directly from the mobile platform's motherboard rather than requiring a dedicated auxiliary connector. The suggested PSU field is also null, which is consistent with a mobile part where the system's power delivery is integrated into the laptop's design. The 90 nm process node, while older, does not inherently dictate a specific power draw, but the absence of any external connector suggests a low-power design. Cooling is described as "Portable Device Dependent," meaning the thermal solution is entirely determined by the laptop manufacturer. Without a TDP figure, the data cannot quantify heat output, but the lack of a dedicated power connector implies that the power envelope is modest enough for standard mobile cooling solutions. The PCIe 1.0 x16 bus interface is the sole data connection, and the display outputs are also portable-device dependent, reinforcing that this is an integrated mobile solution rather than a discrete add-in card.
Benchmark Performance
The database records an average benchmark score of 0 for the GeForce Go 7450, and its percentile rank is exactly the 50th percentile among all GPUs tracked. This percentile position is neutral, but the absolute score of 0 indicates that it does not register a meaningful performance metric in the current benchmark suite. Without any nearest rivals listed, the data does not provide direct percentage deltas against competing parts. However, the raw throughput figures are available: the pixel rate is 1.200 GPixel/s, and the texture rate is 2.400 GTexel/s. These rates are derived from the 8 texture mapping units (TMUs) and 4 render output units (ROPs). The ratio of texture rate to pixel rate is 2:1, which is typical for a balanced design, but the absolute numbers are low. The shading unit count is not provided, so a direct FP32 throughput cannot be calculated. The 50th percentile placement suggests that, within the historical database, this GPU sits in the middle of the distribution, but the zero score implies it is not competitive with even entry-level parts from later generations. The absence of rival comparisons means that any specific delta statements are impossible; the data only supports a qualitative assessment that the GPU is a low-throughput part suited for basic tasks.
Who Should Consider It
Given the 64 MB memory capacity and 12.80 GB/s bandwidth, the GeForce Go 7450 is only viable for very low resolutions and for older games that predate high-definition textures. The DirectX 9.0c support, with a feature level of 9_3, limits software compatibility to titles from the early 2000s. The pixel rate of 1.200 GPixel/s and texture rate of 2.400 GTexel/s are sufficient for simple 2D interfaces and legacy 3D engines, but they will struggle with any scene that has heavy overdraw or complex textures. The 50th percentile ranking suggests that, in the context of all GPUs ever tracked, it is a middle-of-the-pack performer, but the absolute score of 0 indicates that it is not a viable option for modern workloads. Users with a portable device from the 2006 era, specifically those running legacy software, may find it acceptable for basic productivity and retro gaming. However, the end-of-life status and the lack of modern API support mean that no new software will be optimized for this hardware. The successor, GeForce 8M, represents the next step, but the Go 7450 remains a legacy part.
Ray Tracing and Feature Set
The GeForce Go 7450 does not include any ray tracing cores or tensor cores; both fields are null in the data. Consequently, there is no hardware-accelerated ray tracing, no DLSS, and no AI-based rendering features. The API support is limited to DirectX 9.0c with a feature level of 9_3, and OpenGL 2.1. Vulkan is not supported, which excludes it from any modern cross-platform graphics API. The absence of Vulkan and any later DirectX versions means that the GPU cannot execute shader models beyond what DirectX 9.0c offers. The texture rate of 2.400 GTexel/s and pixel rate of 1.200 GPixel/s are the only performance metrics for feature execution. The lack of tensor cores also means no compute-based features like variable rate shading or mesh shaders, which are absent from the DirectX 9.0c feature set anyway. The feature set is therefore frozen at the early 2000s level. The data shows that the GPU is strictly a fixed-function and early shader model part, with no path to modern graphics features. The 90 nm process and 112 million transistors are consistent with this limited feature set, as the architecture predates the unified shader model that arrived with later generations. For any application requiring ray tracing, tensor operations, or Vulkan, this GPU is entirely unsuitable.
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