NVIDIA GeForce GT 435M
NVIDIA graphics card specifications and benchmark scores
At a Glance
NVIDIANVIDIA GeForce GT 435M Specifications
GeForce GT 435M GPU Core
Shader units and compute resources
The NVIDIA GeForce GT 435M 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.
GT 435M Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the GeForce GT 435M'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 GT 435M by NVIDIA dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
NVIDIA's GeForce GT 435M Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The GeForce GT 435M'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.
GeForce GT 435M by NVIDIA Cache
On-chip cache hierarchy
On-chip cache provides ultra-fast data access for the GT 435M, reducing the need to fetch data from slower VRAM. L1 and L2 caches store frequently accessed data close to the compute units. AMD's Infinity Cache (L3) dramatically increases effective bandwidth, improving GPU benchmark performance without requiring wider memory buses. Larger cache sizes help maintain high frame rates in memory-bound scenarios and reduce power consumption by minimizing VRAM accesses.
GT 435M Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the NVIDIA GeForce GT 435M 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.
Fermi Architecture & Process
Manufacturing and design details
The NVIDIA GeForce GT 435M is built on NVIDIA's Fermi 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 GT 435M will perform in GPU benchmarks compared to previous generations.
NVIDIA's GeForce GT 435M Power & Thermal
TDP and power requirements
Power specifications for the NVIDIA GeForce GT 435M 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 GT 435M to maintain boost clocks without throttling.
GeForce GT 435M by NVIDIA Physical & Connectivity
Dimensions and outputs
Physical dimensions of the NVIDIA GeForce GT 435M 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 GT 435M. 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 GT 435M Product Information
Release and pricing details
The NVIDIA GeForce GT 435M 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 GT 435M by NVIDIA represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.
GeForce GT 435M Benchmark Scores
No benchmark data available for this GPU.
About NVIDIA GeForce GT 435M
The NVIDIA GeForce GT 435M is a Fermi-generation GPU from the GeForce 400M family, built on TSMC's 40 nm process with the GF106 chip. The die contains 1,170 million transistors on a 238 mm² surface, yielding a transistor density of 4.9M / mm². Its release date is January 14, 2011, and it is now marked end-of-life. The database entry records no benchmark entries, no nearest rivals, and an average benchmark score of 0, yet it lists a percentile rank of 50 against all GPUs. This makes the GT 435M an unusual case: the performance position is only given as a percentile, not as a measured score.
Benchmark Performance
The benchmark section of the FACT PACK contains an empty benchmarks array. There are no workload scores for the GT 435M, and the nearestRivals list is also empty. As a result, no exact percentage deltas can be calculated against any competing GPU. The only comparative figure is percentileVsAllGpus: 50. On its own, a 50th percentile would suggest a midpoint position in the database, but with an average benchmark score of 0 and no entries in the benchmarks field, that percentile cannot be tied to any measured performance event.
What can be analyzed are the raw throughput limits. The GT 435M has 96 shading units, 16 texture mapping units, and 16 ROPs. These resources generate a single-precision FP32 throughput of 226.6 GFLOPS, a texture fill rate of 9.440 GTexel/s, and a pixel fill rate of 2.360 GPixel/s. Those are hard computational ceilings. The FP32 figure is particularly informative because every shader operation is bounded by that 226.6 GFLOPS rate. The texture rate of 9.440 GTexel/s and pixel rate of 2.360 GPixel/s similarly define how quickly texture reads and pixel writes can complete. Without rival scores, the data cannot say whether these numbers are ahead of or behind another specific product, but they establish what the GT 435M itself is capable of sustaining.
The absence of benchmark data also means there is no average frame-rate evidence for any game or application. The database cannot compare this GPU with a 10% delta or a 30% delta because no delta values exist. Any claim about speed relative to another GPU would require invented rival scores. Therefore, the honest interpretation of the Benchmark Performance section is that the GT 435M is a defined hardware design with no measured workload results in the database, and its 50th percentile rank is an unresolved data point rather than a validated performance outcome.
Memory Subsystem
The memory subsystem is fully specified in the FACT PACK. The GT 435M has 1024 MB of DDR3 VRAM on a 128-bit bus, producing a memory bandwidth of 25.60 GB/s. The memory clock is listed at 800 MHz, with an effective data rate of 1600 Mbps. These three values, capacity, bus width, and bandwidth, define how much data can be held and how fast it can move to and from the GPU.
For high-resolution rendering, 1024 MB is a restrictive capacity. Large framebuffers, high-detail textures, and multiple render targets consume memory quickly. A 1024 MB pool will limit the number of large assets that can reside on the GPU simultaneously. The 128-bit bus is also a narrow path compared to wider configurations used in higher-tier parts, but since no rival memory specs are in the FACT PACK, that comparison must remain implicit. The bandwidth figure of 25.60 GB/s is the direct consequence of that bus width and DDR3 memory type. This is a modest throughput for scenarios that require large, continuous data movement.
At high resolutions, memory bandwidth often matters more than raw shader performance because every pixel drawn must be written out and textures must be fetched repeatedly. The 25.60 GB/s figure suggests the GT 435M would feel pressure in such situations. The combination of 1024 MB capacity and 25.60 GB/s bandwidth means the memory subsystem is not a strength of this design. It is sufficient for small or older data sets, but the data does not indicate headroom for large, high-resolution workloads.
Ray Tracing and Feature Set
The GT 435M has no RT cores and no tensor cores listed in the FACT PACK. This means the record contains no hardware ray tracing acceleration and no tensor processing hardware. Ray tracing, if supported at all, would have to be handled through the general-purpose shading path represented by the 96 shading units, rather than through dedicated ray tracing silicon. Similarly, tensor operations would lack dedicated hardware.
The API support is listed as DirectX 12 (11_0) and OpenGL 4.6. The DirectX 12 entry includes the feature level 11_0, which matters because it indicates a specific hardware feature level rather than a claim of full DirectX 12 support. The GT 435M also has no Vulkan version listed in the FACT PACK, so no Vulkan support data is available. The feature set is therefore characterized by Fermi-era capabilities: DirectX 12 at feature level 11_0, OpenGL 4.6, and no visible Vulkan or dedicated ray-tracing functionality.
This feature set has implications for longevity. Games and applications that require hardware ray tracing or tensor cores will not find dedicated resources in this GPU. The absence of Vulkan in the database also leaves a gap in the feature story. What the data does confirm is a conventional rasterization-oriented feature set built around Direct3D and OpenGL, with no specialized compute or ray tracing blocks listed.
Power and Cooling
The thermal design power of the GT 435M is 35 W. This is the only power-related number in the FACT PACK. There is no suggested PSU figure, no power connector specification, and no slot width listed. The absence of those fields makes it impossible to state a power supply recommendation or a connector requirement from the data. The 35 W TDP does give a thermal envelope that any cooling solution must fit, but the specific cooler size, airflow need, or heat sink design is not provided.
The display outputs are described as Portable Device Dependent. This indicates that the video outputs are tied to a portable device rather than being a fixed set of desktop display connectors. It also reinforces the idea that this is not a standalone graphics card with standardized output ports. The lack of slot width and dimensions further suggests that the GT 435M was not packaged as a removable expansion card in the conventional sense. Power and cooling analysis therefore rests almost entirely on the 35 W TDP. It is a low thermal number, which points to a modest cooling requirement, but no exact cooler or PSU data exists in the FACT PACK to confirm a precise recommendation.
How It Compares
There are no nearest rivals listed for the GT 435M. This section would normally contain one short paragraph per rival, using the nearestRivals names, scores, and deltaPct values from the FACT PACK. None of those fields are present, so no rival comparison paragraphs can be constructed. There is no rival name, no rival score, and no percentage delta to report. The only comparison signal is percentileVsAllGpus: 50, but without benchmark scores behind it, that number cannot be used to say whether the GT 435M is faster or slower than any particular product.
What the data does provide is a lineage context. The GT 435M is listed with GeForce 300M as its predecessor and GeForce 500M as its successor. This places it between two generations in the GeForce M series. The product stack position is clear: it comes after the GeForce 300M family and before the GeForce 500M family. However, no performance numbers are attached to either the predecessor or the successor in this FACT PACK. The generational placement is factual, but the performance delta between generations is unknown.
Without nearestRivals, all comparative analysis must stop at the boundaries of the dataset. The GT 435M can be described as a Fermi GPU with certain compute and memory specifications, and it can be placed in a product lineage, but it cannot be quantitatively positioned against rivals because the rival entries do not exist.
Who Should Consider It
The GT 435M is best considered by users whose workloads align with its measured hardware limits. The data defines those limits precisely: 226.6 GFLOPS of FP32 compute, 9.440 GTexel/s texture throughput, 2.360 GPixel/s pixel throughput, 1024 MB of memory, and 25.60 GB/s of bandwidth. Any application that fits within those parameters could be usable. Applications that require significantly more compute, memory capacity, or memory bandwidth would be constrained.
The memory subsystem suggests a low-resolution, low-detail profile. With 1024 MB of VRAM and 25.60 GB/s of bandwidth, high-resolution textures and large framebuffers are likely to stress the GPU. Low settings typically reduce texture quality, shadow resolution, and anti-aliasing, which in turn reduce memory footprint and bandwidth pressure. The 226.6 GFLOPS FP32 rate supports the same conclusion: lighter shader loads at lower resolutions are more plausible than heavy, high-resolution rendering. The pixel rate of 2.360 GPixel/s further limits how quickly pixels can be filled, so fewer pixels on screen is the more realistic use case.
There is no measured frame-rate evidence in the FACT PACK, so a definitive settings recommendation cannot be tied to benchmark percentages. But the raw specification envelope points toward a GPU for users who prioritize low operational requirements over maximum image quality. Users targeting high resolutions with high-detail assets would need more memory and bandwidth than this record shows. Users with modest workloads and low-resolution displays may find the GT 435M sufficient. The 35 W TDP also suggests a low-power environment, meaning it could fit in systems where heat and power are tightly constrained.
FAQ
Q: What architecture is the GT 435M based on?
A: It uses the Fermi architecture with the GF106 chip. It is built on a 40 nm process at TSMC, with 1,170 million transistors and a 238 mm² die size.
Q: How much memory does the GT 435M have, and what is its bandwidth?
A: It has 1024 MB of DDR3 memory on a 128-bit bus. The bandwidth is 25.60 GB/s, with a memory clock of 800 MHz and an effective data rate of 1600 Mbps.
Q: Does the GT 435M support DirectX 12?
A: The API listing shows DirectX 12 (11_0) and OpenGL 4.6. No Vulkan version is listed.
Q: Does it have ray tracing cores?
A: No RT cores or tensor cores are listed in the FACT PACK. There is no hardware ray tracing information in the record.
Q: What is the TDP of the GT 435M?
A: The TDP is 35 W. No suggested PSU, power connector, or slot width is listed.
Q: How does the GT 435M compare to its rivals in the database?
A: The nearestRivals list is empty, and there are no benchmark entries or average benchmark score values. Therefore, no exact percentage deltas to rivals can be reported.
Q: When was it released and is it still in production?
A: Its release date is January 14, 2011, and its production status is end-of-life. Its predecessor is GeForce 300M and its successor is GeForce 500M.
The AMD Equivalent of GeForce GT 435M
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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