NVIDIA GeForce4 410 Go
NVIDIA graphics card specifications and benchmark scores
At a Glance
NVIDIANVIDIA GeForce4 410 Go Specifications
GeForce4 410 Go GPU Core
Shader units and compute resources
The NVIDIA GeForce4 410 Go 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.
GeForce4 410 Go Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the GeForce4 410 Go'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 GeForce4 410 Go by NVIDIA dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
NVIDIA's GeForce4 410 Go Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The GeForce4 410 Go'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.
GeForce4 410 Go Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the NVIDIA GeForce4 410 Go 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 GeForce4 410 Go 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 GeForce4 410 Go will perform in GPU benchmarks compared to previous generations.
NVIDIA's GeForce4 410 Go Power & Thermal
TDP and power requirements
Power specifications for the NVIDIA GeForce4 410 Go 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 GeForce4 410 Go to maintain boost clocks without throttling.
GeForce4 410 Go by NVIDIA Physical & Connectivity
Dimensions and outputs
Physical dimensions of the NVIDIA GeForce4 410 Go 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 GeForce4 410 Go. 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.
GeForce4 410 Go Product Information
Release and pricing details
The NVIDIA GeForce4 410 Go 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 GeForce4 410 Go by NVIDIA represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.
GeForce4 410 Go Benchmark Scores
No benchmark data available for this GPU.
About NVIDIA GeForce4 410 Go
The NVIDIA GeForce4 410 Go is an end-of-life mobile graphics part from the GeForce4 Go generation. It uses the NV17 chip built on the Celsius architecture, manufactured for NVIDIA by TSMC on a 150 nm process. The die contains 29 million transistors across 65 mm², giving a transistor density of 446.2K per mm². The GPU includes 4 texture mapping units and 2 render output units, with a listed pixel rate of 400.0 MPixel/s and a texture rate of 800.0 MTexel/s. Memory is 16 MB of DDR on a 64-bit bus, clocked at 200 MHz (400 Mbps effective), producing 3.200 GB/s of bandwidth. The listed API support covers DirectX 7.0 and OpenGL 1.5, while Vulkan is not present. The bus interface is AGP 4x, and the display outputs are described as portable device dependent. The release date is 2002-02-05, and the production status is end-of-life.
Benchmark Performance
Benchmark data for the GeForce4 410 Go is essentially absent from the FACT PACK. The benchmarks array is empty, and the average benchmark score is 0. The percentile vs all GPUs is 50, meaning the entry sits at the midpoint of the database's GPU population, but there is no measured performance value behind that percentile in this data.
Because the nearestRivals field is empty, there are no exact percentage deltas to report. No rival name, rival score, or deltaPct value exists for comparison. The data therefore does not permit statements such as “30% faster” or “behind a competitor by a specific margin.” Every comparative conclusion would require external benchmark records not contained in the FACT PACK.
The only objective throughput figures supplied are the fill-rate numbers and the memory bandwidth. Pixel rate is 400.0 MPixel/s, texture rate is 800.0 MTexel/s, and memory bandwidth is 3.200 GB/s. These numbers describe a small fixed-function pipeline: 4 TMUs and 2 ROPs. The texture rate is exactly double the pixel rate in the listed data, which suggests the pipeline is weighted toward texture work rather than raw pixel output.
The zero average benchmark score should not be read as a measured score of zero. The empty benchmarks array indicates that no sample results are present. As a result, performance analysis cannot move beyond the fill-rate, memory, and API fields. Any resolution-specific, settings-specific, or frame-rate-specific conclusion would be unsupported by this FACT PACK. The percentile of 50 is notable only as a database position; its basis is not defined in the data.
How It Compares
The FACT PACK lists no nearest rivals. The nearestRivals array is empty, so there are no competing products to place alongside the GeForce4 410 Go. There is no score to compare, no percentage difference to calculate, and no rival name to cite.
The only product-line context in the data comes from the predecessor and successor fields. The listed predecessor is GeForce2 Go, and the listed successor is GeForce FX Go 5. Neither of those entries has a benchmark score or a deltaPct value in the FACT PACK. Without those numbers, the GeForce4 410 Go cannot be positioned against them in performance terms.
What can be said is chronological and generational. This GPU belongs to the GeForce4 Go family, appears after GeForce2 Go in the product sequence, and precedes GeForce FX Go 5. The release date of 2002-02-05 reinforces that sequence, but it does not quantify any performance gap. Because no rival data is present, no rival-by-rival comparison is possible; the comparison section is simply an empty field in the database.
Who Should Consider It
The GeForce4 410 Go is a data-limited product for a specific kind of system. The display output being “Portable Device Dependent” indicates that the host portable device controls the display connection. This is not a standalone desktop card with a fixed output set; it is a mobile part intended to be integrated into a laptop or similar portable hardware.
The memory subsystem defines its likely territory: 16 MB of DDR memory on a 64-bit bus. That capacity is a hard ceiling for texture storage and frame buffer usage. The bandwidth figure of 3.200 GB/s further limits how much data can be moved to and from memory. Combined with a pixel rate of 400.0 MPixel/s and a texture rate of 800.0 MTexel/s, the data points toward tasks with small frame buffers and modest texture loads.
The FACT PACK does not include benchmark results, so no resolution or quality level can be recommended from direct evidence. A user maintaining a legacy portable device could consider this part for older DirectX 7.0 or OpenGL 1.5 software. There is no listed Vulkan support, so applications requiring that API are outside the data sheet. The part is end-of-life, which means it is not a target for new system designs. Shading units, FP32 throughput, FP16 throughput, TDP, slot width, and physical dimensions are all omitted from the data, so compute capability and power requirements cannot be quantified. The absence of power connectors and the AGP 4x interface are the only connection-related details supplied.
FAQ
Q: What memory configuration does the GeForce4 410 Go have?
A: The FACT PACK lists 16 MB of DDR memory on a 64-bit bus. The memory clock is 200 MHz, the effective data rate is 400 Mbps, and total bandwidth is 3.200 GB/s.
Q: Are there any benchmark scores in the FACT PACK?
A: No. The benchmarks array is empty, and the average benchmark score is 0. The percentile vs all GPUs is 50, but no individual benchmark result is stored for this GPU.
Q: What APIs does it support?
A: The listed APIs are DirectX 7.0 and OpenGL 1.5. Vulkan is not listed in the FACT PACK.
Q: When was the GeForce4 410 Go released?
A: The release date is 2002-02-05. The production status is end-of-life.
Q: How is the device connected and powered?
A: The bus interface is AGP 4x. The power connectors field is None. The display outputs are listed as portable device dependent.
Q: Does it have ray tracing or tensor cores?
A: The rtCores field is null and the tensorCores field is null in the FACT PACK, so no ray tracing core count or tensor core count is identified.
Ray Tracing and Feature Set
There is no ray tracing data for this product. The rtCores field is null, and the tensorCores field is also null. No ray tracing capability or tensor acceleration can be inferred from the FACT PACK.
The feature set is instead defined by the API entries and fixed-function pipeline. DirectX 7.0 and OpenGL 1.5 are the listed supported APIs; Vulkan is not present. That places the software interface in an early DirectX generation. The rendering resources listed are 4 texture mapping units and 2 render output units. Shading units are not listed, so the data does not describe a unified shader pipeline.
The underlying silicon is the NV17 chip from the Celsius architecture. It is manufactured by TSMC on a 150 nm process, with 29 million transistors on a 65 mm² die and a transistor density of 446.2K per mm². The memory type is DDR, the bus width is 64 bits, and the interface is AGP 4x. Power connectors are None, which is consistent with a board-level design that does not take auxiliary power. Display outputs are dependent on the portable device, so the physical display feature set is not fixed by the GPU alone.
The production status is end-of-life, and the release date is 2002-02-05. The predecessor is GeForce2 Go, and the successor is GeForce FX Go 5. No Vulkan version, no RT core count, and no tensor core count appear anywhere in the data. For any application that depends on those features, this GPU would not be a supported match according to the FACT PACK. The feature set is therefore best summarized as a legacy mobile pipeline with fixed-function texturing and rasterization, a DDR memory interface, and pre-Vulkan API support.
The AMD Equivalent of GeForce4 410 Go
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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