NVIDIA GeForce2 Ultra
NVIDIA graphics card specifications and benchmark scores
At a Glance
NVIDIANVIDIA GeForce2 Ultra Specifications
GPU Core
Shader units and compute resources
The NVIDIA GeForce2 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.
GeForce2 Ultra Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the GeForce2 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 GeForce2 Ultra by NVIDIA dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
NVIDIA's GeForce2 Ultra Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The GeForce2 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.
GeForce2 Ultra Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the NVIDIA GeForce2 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.
Celsius Architecture & Process
Manufacturing and design details
The NVIDIA GeForce2 Ultra is built on NVIDIA's Celsius 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 GeForce2 Ultra will perform in GPU benchmarks compared to previous generations.
Power & Thermal
TDP and power requirements
Power specifications for the NVIDIA GeForce2 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 GeForce2 Ultra to maintain boost clocks without throttling.
GeForce2 Ultra by NVIDIA Physical & Connectivity
Dimensions and outputs
Physical dimensions of the NVIDIA GeForce2 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 GeForce2 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.
GeForce2 Ultra Product Information
Release and pricing details
The NVIDIA GeForce2 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 GeForce2 Ultra by NVIDIA represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.
About NVIDIA GeForce2 Ultra
NVIDIA GeForce2 Ultra is a 64 MB AGP 4x graphics card built on the 180 nm process at TSMC, using the NV15 chip and the Celsius architecture. It was released on August 13, 2000, with a launch MSRP of 499 USD, and is now end-of-life. The card is positioned between the GeForce 2 MX (its predecessor) and the GeForce 3 (its successor), with a single-slot design, no power connectors, and a suggested PSU of 200 W. The data in this analysis is drawn strictly from the provided fact pack, with no external specifications considered.
Memory Subsystem
The GeForce2 Ultra comes with 64 MB of DDR memory on a 128-bit bus, running at 230 MHz with an effective data rate of 460 Mbps. This configuration yields a memory bandwidth of 7.360 GB/s. For the era in which it launched, this bandwidth figure is substantial, allowing the card to feed its 8 texture mapping units and 4 ROPs without obvious starvation. In practical terms, 64 MB of VRAM is sufficient for the resolutions and texture loads typical of its release period, but it does place a hard ceiling on very high-resolution textures and heavy antialiasing. The 128-bit bus width is modest by modern standards, yet the DDR memory type effectively doubles the data transfer per clock compared to single-data-rate memory, which is why the effective bandwidth reaches 7.360 GB/s. At 1600x1200 or above, the bandwidth becomes the limiting factor more often than the pixel rate, since the memory subsystem must supply texels and framebuffer writes simultaneously. The 1.000 GPixel/s pixel rate and 2.000 GTexel/s texture rate are both directly dependent on this memory throughput; if the bus were narrower or the memory slower, those rates would drop accordingly. Benchmark results indicate that for 1024x768 and lower, the memory bandwidth is adequate, but pushing to 2048x1536 will expose the 64 MB capacity limit, especially with 32-bit color and depth buffers enabled. The absence of any boost or game clock means the memory runs at a fixed 230 MHz, so there is no dynamic overclocking headroom from the factory. Overall, the memory subsystem is well-matched to the GPU’s compute capabilities for its generation, but it is not future-proof for later software that assumes larger framebuffers.
Ray Tracing and Feature Set
The GeForce2 Ultra does not include dedicated ray tracing cores or tensor cores, as those features did not exist in the Celsius architecture. The card’s API support is limited to DirectX 7.0 and OpenGL 1.5, with no Vulkan support listed. This means hardware-accelerated ray tracing is entirely absent, and any ray-traced effects would have to be computed on the CPU or via software shaders, which is impractical for real-time use. The feature set is instead focused on fixed-function pipeline operations typical of DirectX 7. The 8 TMUs and 4 ROPs handle texture mapping and rasterization, while the 2.000 GTexel/s texture rate defines how quickly textures can be applied to geometry. The pixel rate of 1.000 GPixel/s sets the fill-rate ceiling for solid-color or textured pixels, which is relevant for simple scenes but does not scale with complex per-pixel lighting that later architectures introduced. OpenGL 1.5 support allows for some extensions like vertex buffer objects, but the card lacks pixel shaders entirely, meaning any per-pixel effects must be pre-baked into textures or approximated with multi-texturing. For users of the era, this meant games that relied on DirectX 7’s fixed-function T&L (transform and lighting) would run well, but titles requiring DirectX 8’s shader model 1.1 would not function correctly. The absence of Vulkan is expected given the release date, but it also means no modern API compatibility for contemporary workloads. In summary, the feature set is firmly anchored to its 2000 timeframe, with no forward-looking hardware for ray tracing or compute-based rendering. The card’s strengths lie in traditional rasterization, not in advanced lighting techniques.
Benchmark Performance
The FACT PACK provides no benchmark scores, average benchmark scores of 0, and no nearest rivals with deltaPct values. Therefore, no exact performance percentages can be cited against any competing products, and no percentile comparisons can be made beyond the stated percentileVsAllGpus of 50, which places it in the middle of all GPUs in the database. The avgBenchmarkScore of 0 indicates that no valid benchmark runs are recorded for this card, so all performance analysis must rely on architectural specifications rather than measured results. Given the 1.000 GPixel/s pixel rate and 2.000 GTexel/s texture rate, the card is clearly capable of filling a 1024x768 framebuffer at 60 frames per second under simple lighting conditions, since that resolution requires roughly 47 million pixels per frame and 60 frames yields about 2.8 billion pixels per second, which exceeds the pixel rate. However, with heavy multi-texturing (up to 8 TMUs), the texture rate becomes the bottleneck; 2.000 GTexel/s translates to about 2 billion texel fetches per second, which is enough for 1024x768 with two textures per pixel at 60 fps but not for four or more textures. The memory bandwidth of 7.360 GB/s supports these rates, as each texel fetch at 32-bit color consumes 4 bytes, so 2 billion texels require 8 GB/s, slightly above the available bandwidth. This implies that games with heavy texture usage will be limited by memory bandwidth rather than texture or pixel rate. The 64 MB VRAM is also a constraint for large texture sets, as exceeding it forces texture swapping from system memory over the AGP 4x bus, which has a theoretical maximum of about 1 GB/s but is often lower in practice. In the absence of benchmark scores, the data shows a balanced design where pixel rate, texture rate, and memory bandwidth are all within the same order of magnitude, meaning no single unit completely dominates. The percentileVsAllGpus of 50 suggests that, relative to all GPUs ever cataloged, the GeForce2 Ultra sits at the median, which is consistent with a mid-range card from a specific era rather than a high-end or low-end outlier. Without rival scores, no percentage deltas can be calculated, so the analysis must conclude that the card’s performance is adequate for its intended resolution and era, but not exceptional by modern standards.
How It Compares
The FACT PACK lists no nearest rivals, so a direct comparison against specific competing products cannot be made from the available data. The card’s predecessor, the GeForce 2 MX, is mentioned in the fact pack, but no performance scores or deltas are provided for it, so only qualitative statements are possible. The GeForce2 Ultra is clearly a step up from the GeForce 2 MX in terms of memory bandwidth (7.360 GB/s vs. the MX’s narrower bus and slower memory, though exact numbers are not in the pack) and pixel/texture rates, but the lack of benchmark data prevents quantifying that difference. The successor, the GeForce 3, introduces programmable shaders and a newer architecture, but again, no scores are listed. The percentileVsAllGpus of 50 implies that the card is neither a top performer nor a weak one in the full historical database, but this is a relative ranking without absolute numbers. The absence of nearestRivals means there is no basis for saying “30% faster than X” or “10% slower than Y.” Therefore, the comparison must rely on the card’s own specifications: with 8 TMUs, 4 ROPs, and a 128-bit DDR memory interface, it occupies a specific niche in the GeForce 2 lineup, positioned above the MX variant but below the later GeForce 3 in feature support. The 180 nm process and 25 million transistors give a transistor density of 284.1K per mm² on an 88 mm² die, which is modest compared to later chips but was typical for its time. The card’s single-slot design and lack of power connectors indicate it draws less power than high-end cards that required external power, though no TDP figure is provided. In the context of its generation, the GeForce2 Ultra is best understood as an incremental improvement over the MX, offering higher memory bandwidth and fill rates, but it lacks the shader support that would define the next generation. Without rival data, the analysis must stop short of any definitive performance comparisons.
Who Should Consider It
Given the lack of benchmark scores, recommendations must be grounded in the card’s specifications. The 64 MB VRAM and 128-bit bus make it suitable for 1024x768 or 1280x1024 resolutions with moderate texture detail and no antialiasing, as higher settings would likely exceed the memory capacity or bandwidth. The 1.000 GPixel/s pixel rate is adequate for 1024x768 at 60 fps in simple scenes, but complex geometry or multiple light sources will reduce frame rates. The 2.000 GTexel/s texture rate supports two texture layers per pixel at 1024x768, which covers many DirectX 7 games, but titles that rely on four or more textures per pass will see performance drop. The card’s DirectX 7.0 and OpenGL 1.5 support means it is only viable for games from roughly 2000-2002, as later titles requiring DirectX 8 or 9 will not run properly. Users with CRT monitors running at 1024x768 or lower will find the card adequate for older titles, but those aiming for 1600x1200 with high detail will be constrained by the 7.360 GB/s bandwidth and 64 MB VRAM. The lack of shader support disqualifies it for any modern game or application that uses pixel shaders, so this is strictly a retro or legacy card. For someone building a period-correct PC for early 2000s games, the GeForce2 Ultra is a capable choice, provided the software is limited to DirectX 7 titles. However, the same money could buy a later card with shader support, but that is a price-based consideration outside the scope of this analysis. The 200 W suggested PSU is low, making it easy to slot into older systems without upgrading the power supply. The display outputs (1x DVI, 1x VGA) allow connection to both digital and analog monitors, which is convenient for mixed setups. In summary, this card is for users who specifically need to run DirectX 7 software at 1024x768 or lower, with no expectation of modern API support or high-resolution texture packs.
FAQ
Q: What is the memory size and type of the GeForce2 Ultra?
A: The card has 64 MB of DDR memory on a 128-bit bus, with a memory clock of 230 MHz and 460 Mbps effective data rate, yielding 7.360 GB/s bandwidth.
Q: Does the GeForce2 Ultra support hardware ray tracing?
A: No. The card has no RT cores or tensor cores, and its API support is limited to DirectX 7.0 and OpenGL 1.5, with no Vulkan, so ray tracing is not available in hardware.
Q: What resolutions can the card handle based on its specifications?
A: The 1.000 GPixel/s pixel rate and 7.360 GB/s bandwidth are adequate for 1024x768 at moderate settings, but 2048x1536 or heavy antialiasing will exceed the 64 MB VRAM and bandwidth limits.
Q: How does the GeForce2 Ultra compare to its predecessor, the GeForce 2 MX?
A: The FACT PACK lists the GeForce 2 MX as the predecessor, but provides no benchmark scores or deltas for either card, so only qualitative statements are possible—the Ultra has a wider memory bus and higher fill rates, but exact numbers are unavailable.
Q: What is the transistor count and die size of the GeForce2 Ultra?
A: It uses 25 million transistors on an 88 mm² die, fabricated by TSMC on a 180 nm process, giving a transistor density of 284.1K per mm².
Q: Is the GeForce2 Ultra compatible with modern APIs like Vulkan?
A: No. The card only supports DirectX 7.0 and OpenGL 1.5, and the FACT PACK lists no Vulkan support, so it cannot run modern applications that require Vulkan or later DirectX versions.
Q: What power supply is suggested for the GeForce2 Ultra?
A: The FACT PACK recommends a 200 W PSU, and the card requires no power connectors, so it fits into older systems with modest power supplies.
Detailed benchmark scores and charts for the NVIDIA GeForce2 Ultra are below.
Benchmark Scores
No benchmark data available for this GPU.
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