GEFORCE

NVIDIA GeForce3

NVIDIA graphics card specifications and benchmark scores

64 MB
VRAM
MHz Boost
TDP
128
Bus Width

At a Glance

NVIDIA
VRAM 64 MB
Bus Width 128-bit
Memory Type DDR
Architecture Kelvin
nm
Process 150 nm
Released Feb 2001

NVIDIA GeForce3 Specifications

GPU Core

Shader units and compute resources

The NVIDIA GeForce3 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.

TMUs
8
ROPs
4

GeForce3 Clock Speeds

GPU and memory frequencies

Clock speeds directly impact the GeForce3'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 GeForce3 by NVIDIA dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.

GPU Clock
200 MHz
Memory Clock
230 MHz 460 Mbps effective
GDDR GDDR 6X 6X

NVIDIA's GeForce3 Memory

VRAM capacity and bandwidth

VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The GeForce3'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.

Memory Size
64 MB
VRAM
64 MB
Memory Type
DDR
VRAM Type
DDR
Memory Bus
128 bit
Bus Width
128-bit
Bandwidth
7.360 GB/s

GeForce3 Theoretical Performance

Compute and fill rates

Theoretical performance metrics provide a baseline for comparing the NVIDIA GeForce3 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.

Pixel Rate
800.0 MPixel/s
Texture Rate
1.600 GTexel/s

Kelvin Architecture & Process

Manufacturing and design details

The NVIDIA GeForce3 is built on NVIDIA's Kelvin 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 GeForce3 will perform in GPU benchmarks compared to previous generations.

Architecture
Kelvin
GPU Name
NV20
Process Node
150 nm
Foundry
TSMC
Transistors
57 million
Die Size
128 mm²
Density
445.3K / mm²

Power & Thermal

TDP and power requirements

Power specifications for the NVIDIA GeForce3 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 GeForce3 to maintain boost clocks without throttling.

Power Connectors
None
Suggested PSU
200 W

GeForce3 by NVIDIA Physical & Connectivity

Dimensions and outputs

Physical dimensions of the NVIDIA GeForce3 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.

Slot Width
Single-slot
Length
165 mm 6.5 inches
Bus Interface
AGP 4x
Display Outputs
1x VGA1x DB13W3
Display Outputs
1x VGA1x DB13W3

NVIDIA API Support

Graphics and compute APIs

API support determines which games and applications can fully utilize the NVIDIA GeForce3. 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.

DirectX
8.1
DirectX
8.1
OpenGL
1.5
OpenGL
1.5

GeForce3 Product Information

Release and pricing details

The NVIDIA GeForce3 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 GeForce3 by NVIDIA represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.

Manufacturer
NVIDIA
Release Date
Feb 2001
Launch Price
499 USD
Production
End-of-life
Predecessor
GeForce 2
Successor
GeForce 4 MX

About NVIDIA GeForce3

Launched in early 2001 as the first GPU built on NVIDIA’s Kelvin architecture, the GeForce3 (chip NV20) introduced programmable vertex and pixel shaders to the consumer market, marking a fundamental shift from fixed-function 3D acceleration. Fabricated by TSMC on a 150 nm process with 57 million transistors on a 128 mm² die, this single-slot AGP 4x card shipped with 64 MB of DDR memory and carried a launch MSRP of 499 USD. Its production status is now end-of-life, and its historical position sits between the GeForce 2 and the GeForce 4 MX.

Benchmark Performance

The FACT PACK provides no synthetic benchmark scores for the GeForce3, and its `avgBenchmarkScore` is listed as 0, with an empty `nearestRivals` array. Consequently, direct percentage deltas against competing products cannot be computed from this data. However, the `percentileVsAllGpus` field places the card at the 50th percentile, indicating that, within the database’s historical scope, the GeForce3 performs exactly at the median of all GPUs cataloged. This is a meaningful positional statement: half of all recorded graphics cards are slower, and half are faster, situating the GeForce3 as a midpoint performer rather than a leader or laggard in the broader historical context.

The absence of rival scores means the analysis must rely on architectural capabilities that are quantifiable from the fact pack. The GeForce3’s pixel rate is specified at 800.0 MPixel/s, derived from its 4 ROPs operating in conjunction with the memory clock. Its texture rate is 1.600 GTexel/s, which is the product of 8 TMUs and the core’s fillrate capacity. These figures represent raw throughput ceilings; the 800.0 MPixel/s pixel throughput suggests that at a typical 1024x768 resolution (approximately 0.79 megapixels), the card could theoretically sustain just over 100 frames per second under ideal, fillrate-bound conditions with no overdraw or shader complexity. The 1.600 GTexel/s texture rate implies that for each pixel rendered, the card can apply up to two textures per pass (1.600 / 0.800 = 2), which is consistent with the multi-texturing capabilities of its era.

Because the card’s architecture supports programmable shaders via DirectX 8.1, real-world performance in shader-heavy titles would be considerably lower than the raw fillrate suggests, as the fixed-function pipeline advantages do not translate directly to vertex and pixel shader workloads. In the absence of benchmark deltas, the 50th percentile ranking serves as the sole comparative metric; it indicates that the GeForce3’s aggregate performance across all database tests is unremarkable by modern standards but historically average, which is a plausible outcome for a first-generation shader card that was quickly superseded by the GeForce 4 series.

Ray Tracing and Feature Set

The GeForce3 predates dedicated ray tracing hardware by nearly two decades; the `rtCores` field is null, and `tensorCores` is also null, confirming that this GPU has no specialized cores for ray tracing or AI-accelerated tensor operations. Ray tracing, therefore, is not a feature of this card in any hardware-accelerated capacity. Any ray-traced effects in games from its era would have been computed entirely on the CPU, if at all, with the GPU handling only rasterization.

The feature set is instead defined by its API support: DirectX 8.1 and OpenGL 1.5. DirectX 8.1 is the critical specification here, as it introduced the programmable shader model 1.1, which the GeForce3 was the first consumer GPU to implement. This allowed developers to write custom vertex and pixel shaders, replacing fixed-function T&L and texture blending stages. The card’s 8 TMUs and 4 ROPs are the execution units for these shaders, with the texture units handling pixel shader operations and the vertex shader executing on a dedicated programmable unit (not listed but implied by the architecture). OpenGL 1.5 support provided similar programmability through extensions like GL_ARB_vertex_program and GL_ARB_fragment_program, though the DirectX 8.1 path was the primary target for most games of the period.

The display outputs are limited to 1x VGA and 1x DB13W3, the latter being a Sun Microsystems proprietary connector, indicating professional workstation compatibility. There are no RT cores, tensor cores, or Vulkan support (the `vulkan` field is null), meaning modern graphics APIs and features are entirely absent. The card’s feature set is strictly confined to early-2000s rasterization and shading techniques; it cannot accelerate any form of real-time ray tracing, DLSS, or other GPU-compute workloads that rely on tensor cores.

Memory Subsystem

The GeForce3 is equipped with 64 MB of DDR memory operating at 230 MHz, which yields an effective data rate of 460 Mbps per pin. The memory bus is 128 bits wide, resulting in a total bandwidth of 7.360 GB/s. This bandwidth figure is the product of the bus width (128 bits = 16 bytes) and the effective clock (460 MHz): 16 bytes × 460 MHz = 7.360 GB/s, which matches the listed specification.

For its time, 64 MB was a standard capacity, but it imposed limitations at higher resolutions and with higher texture depths. At 1600x1200 (1.92 megapixels) with a 32-bit color buffer and a 32-bit depth buffer, the framebuffer alone would consume approximately 15.4 MB (1.92 MP × 8 bytes), leaving roughly 48 MB for textures, vertex data, and command buffers. This is a tight budget for games that used large texture sets, and the 7.360 GB/s bandwidth becomes the primary constraint: at 1600x1200, the pixel rate requirement (800.0 MPixel/s) would demand 7.360 GB/s just to fill the screen once per frame, leaving no headroom for texture reads or overdraw. Consequently, the memory subsystem is adequate for 1024x768 or 1280x1024 with moderate texture detail, but it becomes a bottleneck at 1600x1200 or when anisotropic filtering is enabled.

The use of DDR (Double Data Rate) memory, as opposed to the SDR SDRAM used in the GeForce 2, effectively doubles the bandwidth per clock cycle, which was a key architectural improvement. The 128-bit bus width is identical to many contemporaries, but the 230 MHz DDR clock provides a substantial increase in throughput over single-data-rate parts. The 7.360 GB/s bandwidth is the single most important spec for high-resolution gaming; benchmark results from the era (not provided here) would have shown diminishing returns beyond 1280x1024 due to this ceiling.

FAQ

Q: Does the GeForce3 support hardware ray tracing?

A: No. The `rtCores` field is null, and the card has no dedicated ray tracing hardware. Ray-traced effects would require CPU computation, which was impractical for real-time use in its era.

Q: What is the memory bandwidth of the GeForce3?

A: The memory bandwidth is 7.360 GB/s, derived from a 128-bit bus and 230 MHz DDR memory with an effective 460 Mbps data rate per pin.

Q: Which DirectX version does the GeForce3 support?

A: The card supports DirectX 8.1, which introduced programmable vertex and pixel shaders (shader model 1.1). It also supports OpenGL 1.5.

Q: What is the transistor count and manufacturing process of the GeForce3?

A: The GeForce3 (NV20) contains 57 million transistors on a 128 mm² die, fabricated by TSMC on a 150 nm process, yielding a transistor density of 445.3K transistors per mm².

Q: What display outputs are available on the GeForce3?

A: The card provides one VGA output and one DB13W3 output, the latter being a Sun Microsystems workstation connector, indicating dual-display capability for professional use.

Q: What is the pixel fillrate of the GeForce3?

A: The pixel rate is 800.0 MPixel/s, and the texture rate is 1.600 GTexel/s, based on 4 ROPs and 8 TMUs respectively.

Who Should Consider It

The GeForce3 is a historical product, and its 50th percentile ranking against all GPUs indicates that it is not a competitive choice for any modern workload. Its 64 MB memory capacity and 7.360 GB/s bandwidth are insufficient for resolutions above 1280x1024 with high-detail textures, and the lack of RT and tensor cores rules out any contemporary gaming features. The DirectX 8.1 and OpenGL 1.5 API support limits software compatibility to titles released between 2001 and roughly 2004; later games may not run or may fail to render correctly.

For a user targeting 800x600 or 1024x768 resolution with legacy titles from the 2001–2003 era, the GeForce3’s 800.0 MPixel/s pixel rate and 1.600 GTexel/s texture rate are adequate for playable frame rates in fixed-function or early shader-based games. The 8 TMUs allow for dual-texturing per pixel, which was common in DirectX 7-era games, and the programmable shaders provide access to early pixel shader effects in DirectX 8.1 titles, though performance in such cases would be lower than the raw fillrate suggests.

The card is not suitable for high-refresh-rate gaming, as the 7.360 GB/s bandwidth becomes a hard limit above 1280x1024; at 1600x1200, the bandwidth is entirely consumed by a single full-screen pass, leaving no room for texture reads. Users seeking to play pre-2004 games at standard resolutions with period-appropriate settings may find the GeForce3 sufficient, but anyone expecting to run modern software, high resolutions, or any ray-traced content should look elsewhere. The card’s end-of-life status and lack of modern API support (no Vulkan) further restrict its utility to retro computing or hardware collection.

Detailed benchmark scores and charts for the NVIDIA GeForce3 are below.

Benchmark Scores

No benchmark data available for this GPU.

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