NVIDIA GeForce GT 630 Rev. 2
NVIDIA graphics card specifications and benchmark scores
At a Glance
NVIDIANVIDIA GeForce GT 630 Rev. 2 Specifications
GeForce GT 630 Rev. 2 GPU Core
Shader units and compute resources
The NVIDIA GeForce GT 630 Rev. 2 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 630 Rev. 2 Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the GeForce GT 630 Rev. 2'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 630 Rev. 2 by NVIDIA dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
NVIDIA's GeForce GT 630 Rev. 2 Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The GeForce GT 630 Rev. 2'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 630 Rev. 2 by NVIDIA Cache
On-chip cache hierarchy
On-chip cache provides ultra-fast data access for the GT 630 Rev. 2, 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 630 Rev. 2 Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the NVIDIA GeForce GT 630 Rev. 2 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.
Kepler 2.0 Architecture & Process
Manufacturing and design details
The NVIDIA GeForce GT 630 Rev. 2 is built on NVIDIA's Kepler 2.0 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 630 Rev. 2 will perform in GPU benchmarks compared to previous generations.
NVIDIA's GeForce GT 630 Rev. 2 Power & Thermal
TDP and power requirements
Power specifications for the NVIDIA GeForce GT 630 Rev. 2 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 630 Rev. 2 to maintain boost clocks without throttling.
GeForce GT 630 Rev. 2 by NVIDIA Physical & Connectivity
Dimensions and outputs
Physical dimensions of the NVIDIA GeForce GT 630 Rev. 2 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 630 Rev. 2. 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 630 Rev. 2 Product Information
Release and pricing details
The NVIDIA GeForce GT 630 Rev. 2 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 630 Rev. 2 by NVIDIA represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.
GeForce GT 630 Rev. 2 Benchmark Scores
No benchmark data available for this GPU.
About NVIDIA GeForce GT 630 Rev. 2
Who Should Consider It
The NVIDIA GeForce GT 630 Rev. 2 is a card for a very specific, narrow use case. Its 50th percentile standing among all GPUs in the database places it in the dead-center of the entire performance spectrum, which might sound neutral but is actually damning given the age of the architecture. This is not a card for modern gaming. Benchmark results indicate that its 692.7 GFLOPS of FP32 compute and 28.86 GTexel/s texture rate are sufficient only for lightweight, legacy titles at 720p or 1080p with settings dropped to low.
Consider this card if you are building a basic office PC, a retro-gaming rig for titles from the GeForce 500 era or earlier, or a headless server that needs display output for diagnostics. The 2 GB DDR3 memory and 14.40 GB/s bandwidth mean that high-resolution textures and modern game assets are entirely out of reach. For resolution and settings guidance, the data suggests: at 720p with low details, some older DirectX 11 games may be playable; at 1080p, even medium settings will likely push the card beyond its 7.216 GPixel/s pixel fill rate limits, resulting in sub-30 FPS performance in anything but the most undemanding titles. The 8 ROPs are a severe bottleneck here, capping fill-rate-bound scenarios hard.
The single-slot, 145 mm (5.7 inches) low-profile-friendly design makes it a candidate for small form factor builds, but its PCIe 2.0 x8 interface, while fine for its bandwidth needs, limits upgrade paths. If you need a card for hardware-accelerated video decoding or basic 2D acceleration in a legacy system, this fits. If you intend to play anything released after 2015, the data shows this is the wrong choice. The 25 W TDP means no auxiliary power connectors are needed, and any system with a 200 W PSU can run it, making it a drop-in replacement for dead integrated graphics in older office machines.
How It Compares
The FACT PACK lists no nearest rivals, and its benchmark score is zero with an empty benchmarks array. This absence of comparative data is itself informative. In the database context, a zero average benchmark score and an empty nearestRivals list indicate that the GT 630 Rev. 2 does not generate enough data points to be meaningfully ranked against contemporaries. The 50th percentile figure is a positional statement, not a performance comparison. Without rival scores or deltaPct values, any direct numerical comparison is impossible. The card exists in a data vacuum relative to other GPUs, which reinforces its status as an entry-level, end-of-life product. Its predecessor is the GeForce 500 series and its successor is the GeForce 700 series, but no cross-generation performance deltas are provided. Therefore, the only factual comparative statement available is that it sits in the middle percentile of all GPUs tracked, yet produces no measurable benchmark score — a contradiction that suggests either a lack of tested samples or a card so slow that it fails to register in standard test suites.
Ray Tracing and Feature Set
There are no ray tracing cores and no tensor cores present in this GPU. The GK208 chip is built on the Kepler 2.0 architecture, which predates any hardware-accelerated ray tracing or AI-based upscaling technologies. The API support tells the story: DirectX 12 (11_0), OpenGL 4.6, and Vulkan 1.2.175. The DirectX 12 (11_0) designation is crucial — it means the card supports DirectX 12 only at the feature level 11_0, which excludes many modern rendering features like bindless resources and conservative rasterization. Vulkan 1.2.175 support exists, but the underlying hardware lacks the compute throughput to leverage it for modern effects.
Ray tracing is entirely out of the question. No RT cores means any ray-traced workload would fall back to compute shaders on the 384 shading units, which at 692.7 GFLOPS is orders of magnitude too slow for real-time ray tracing. Tensor cores are also absent, so any DLSS or AI-accelerated features are unsupported. The feature set is strictly legacy: this is a rasterization-only card for DirectX 11-era games and older. The display outputs — 1x DVI, 1x HDMI 1.4a, 1x VGA — further cement its vintage, with no DisplayPort support. HDMI 1.4a limits output to 1080p at standard refresh rates, so 4K output is impossible. For productivity, OpenGL 4.6 support means older CAD or OpenGL-based applications will run, but the 14.40 GB/s memory bandwidth will throttle any texture-heavy workload.
FAQ
Q: Can this GPU run modern AAA games at 1080p?
A: No. With 692.7 GFLOPS FP32 performance, 8 ROPs, and 14.40 GB/s bandwidth, the data indicates that even low settings at 1080p would exceed the card's pixel throughput limits. Modern games require features from DirectX 12 (12_0) or higher, and this card only supports DirectX 12 (11_0).
Q: Does the card support hardware ray tracing?
A: No. The GT 630 Rev. 2 has zero RT cores and zero tensor cores. The Kepler 2.0 architecture has no hardware path for ray tracing; any such workload would run on the 384 shading units, which is not viable at playable frame rates.
Q: What power supply do I need?
A: The card has a 25 W TDP and requires no auxiliary power connectors. The suggested PSU rating is 200 W, making it compatible with almost any desktop power supply from the last decade.
Q: Is this card suitable for a home theater PC (HTPC)?
A: Possibly, for basic video playback. The 2 GB DDR3 memory and 64-bit bus are sufficient for 1080p video. However, the HDMI 1.4a output is limited to 1080p; there is no 4K output support. The single-slot 145 mm design fits in many small cases.
Q: What is the memory configuration?
A: It has 2 GB of DDR3 memory on a 64-bit bus, yielding 14.40 GB/s of bandwidth. This is a severe limitation for high-resolution textures, as modern games often require over 50 GB/s even at 1080p.
Q: Will this card work with Linux and Vulkan?
A: Yes, the card supports Vulkan 1.2.175 and OpenGL 4.6. However, the lack of modern hardware features and low compute throughput means that Vulkan performance will be limited to simple 2D or very old 3D applications.
Power and Cooling
The power profile is the most straightforward aspect of this card. The TDP is 25 W, which is exceptionally low. No auxiliary power connectors are required — the card draws all its power from the PCIe slot. The suggested PSU is 200 W, meaning that even the most modest power supplies can handle it. This makes it a safe drop-in replacement for systems with weak PSUs. The cooling solution is a passive or single-slot active design, given the 25 W heat output. The card's length of 145 mm (5.7 inches) and single-slot width mean it will fit in almost any chassis, including slim desktops. The bus interface is PCIe 2.0 x8, which is electrically compatible with all PCIe x16 slots, though at half the lane width. For a card with 14.40 GB/s bandwidth, PCIe 2.0 x8 (which offers 4 GB/s per direction) is not a bottleneck. The 28 nm process node from TSMC with 1,020 million transistors on an 87 mm² die yields a transistor density of 11.7M / mm², which is low by modern standards, but the low clock speeds and 25 W TDP mean thermals are a non-issue. There is no boost clock data, so the memory clock of 900 MHz (1800 Mbps effective) is the only clock figure available.
Memory Subsystem
The memory subsystem is the card's most significant weakness. It has 2 GB of DDR3 memory, which is slow by any metric. The bus width is a narrow 64-bit, and the resulting bandwidth is 14.40 GB/s. To put this in perspective, this is less than one-tenth the bandwidth of even entry-level modern GPUs. The 2 GB capacity is adequate for the card's intended resolution targets, but the bandwidth will cause texture thrashing in any game with high-resolution assets. At 1080p, a typical modern game needs to stream several GB/s of texture data; the 14.40 GB/s limit means that the GPU will frequently stall waiting for data. The pixel rate of 7.216 GPixel/s and texture rate of 28.86 GTexel/s are also low, but they are consistent with the memory bandwidth. The 8 ROPs are the final bottleneck, capping fill-rate performance. For high resolutions (1440p and above), this card is not viable under any settings. Even at 720p, the bandwidth will limit settings to low or medium in DirectX 11-era games. The DDR3 memory type is also slower than GDDR5, which was common in cards of that generation, but the GT 630 Rev. 2's positioning as a low-end part explains this choice. The 64-bit bus is the primary constraint; a 128-bit bus would have doubled bandwidth, but that was not implemented.
Benchmark Performance
The benchmark section of the FACT PACK is empty: the benchmarks array has no entries, the average benchmark score is 0, and there are no nearest rivals. This is a critical data point. The 50th percentile vs all GPUs is a positional rank, but with a zero score, it likely reflects the distribution of all GPUs, not the GT 630's actual performance. In practical terms, the card has no measurable benchmark data in this database. This could be due to the card's age and low performance, which may cause it to fail modern benchmark test suites or be excluded from them. The lack of nearestRivals data means no direct percentage comparisons can be made. However, the raw compute metrics provide an interpretive baseline. The FP32 performance of 692.7 GFLOPS is roughly in line with integrated graphics from the early 2010s. The texture rate of 28.86 GTexel/s and pixel rate of 7.216 GPixel/s are consistent with a card designed for 720p gaming at medium settings in its era. Against any modern GPU, the GT 630 Rev. 2 would be slower by an order of magnitude. The 25 W TDP and 2 GB DDR3 memory are further indicators that this card is not designed for performance. The data suggests that this card's benchmark absence is a verdict in itself: it does not register as a viable gaming or compute product in the current database. Its 50th percentile rank is misleading without score data, and the empty rival list means no competitive positioning is possible. For any user considering this card, the only rational use is as a display adapter for non-gaming tasks.
The AMD Equivalent of GeForce GT 630 Rev. 2
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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