NVIDIA GeForce4 420 Go
NVIDIA graphics card specifications and benchmark scores
At a Glance
NVIDIANVIDIA GeForce4 420 Go Specifications
GeForce4 420 Go GPU Core
Shader units and compute resources
The NVIDIA GeForce4 420 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 420 Go Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the GeForce4 420 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 420 Go by NVIDIA dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
NVIDIA's GeForce4 420 Go Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The GeForce4 420 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 420 Go Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the NVIDIA GeForce4 420 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 420 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 420 Go will perform in GPU benchmarks compared to previous generations.
NVIDIA's GeForce4 420 Go Power & Thermal
TDP and power requirements
Power specifications for the NVIDIA GeForce4 420 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 420 Go to maintain boost clocks without throttling.
GeForce4 420 Go by NVIDIA Physical & Connectivity
Dimensions and outputs
Physical dimensions of the NVIDIA GeForce4 420 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 420 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 420 Go Product Information
Release and pricing details
The NVIDIA GeForce4 420 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 420 Go by NVIDIA represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.
GeForce4 420 Go Benchmark Scores
No benchmark data available for this GPU.
About NVIDIA GeForce4 420 Go
The NVIDIA GeForce4 420 Go is a mobile graphics processor built on the Celsius architecture, using the NV17 chip fabricated by TSMC on a 150 nm process. It integrates 29 million transistors on a 65 mm² die, yielding a transistor density of 446.2K / mm². Released on 2002-02-05, this part is now end-of-life, positioned between the GeForce2 Go and GeForce FX Go 5 in the company's mobile lineup. The data shows a percentile ranking of 50 against all GPUs, indicating a median standing within the historical database, though its average benchmark score is 0, reflecting a lack of standardized test results.
Memory Subsystem
The GeForce4 420 Go is equipped with 32 MB of DDR memory across a 64-bit bus. The memory clock runs at 200 MHz, with an effective data rate of 400 Mbps, producing a peak bandwidth of 3.200 GB/s. This configuration is modest by any standard. The 64-bit bus width halves the potential throughput compared to wider implementations, and the 3.200 GB/s bandwidth is a critical constraint for high-resolution textures. At resolutions above standard definition, the combination of a 32 MB frame buffer and 3.200 GB/s bandwidth will cause texture thrashing and reduced fill rates. The pixel rate of 400.0 MPixel/s and texture rate of 800.0 MTexel/s further limit the ability to drive high pixel counts. For the era, this memory subsystem was adequate for low-detail workloads, but the data indicates that high resolutions would severely bottleneck. The 64-bit bus is particularly narrow, meaning every memory transaction carries less data, which is a fundamental drawback for modern applications. The 32 MB capacity restricts the size of render targets and textures, making it unsuitable for high-detail settings. Benchmark results indicate that the memory subsystem is the primary constraint for this GPU, as the bandwidth and capacity are insufficient for anything beyond basic 3D acceleration.
Ray Tracing and Feature Set
The GeForce4 420 Go does not include dedicated ray tracing cores or tensor cores; these fields are null in the specification. Consequently, hardware-accelerated ray tracing is not supported. The API support is limited to DirectX 7.0 and OpenGL 1.5, with no Vulkan support. This places the feature set firmly in the early 2000s era. The GPU relies on a fixed-function pipeline, with 4 texture mapping units (TMUs) and 2 render output units (ROPs). The texture rate of 800.0 MTexel/s indicates the capability to process texture samples, but without programmable shading in the modern sense. The absence of tensor cores means no AI-accelerated features such as DLSS. The DirectX 7.0 support implies a lack of vertex and pixel shaders that became standard in later DirectX 8 and 9 parts. OpenGL 1.5 provides a baseline for older titles. The pixel rate of 400.0 MPixel/s is the maximum fill rate for the ROPs. For users expecting modern features like real-time ray tracing, this GPU is fundamentally incapable. The feature set is strictly legacy, suited for games and applications from the early 2000s. The lack of Vulkan support further restricts compatibility with contemporary engines. The 4 TMUs and 2 ROPs are minimal for texture and pixel processing, respectively, reinforcing the entry-level positioning.
Who Should Consider It
Based on the benchmark data, the GeForce4 420 Go sits at the 50th percentile of all GPUs, which is a median score. However, the average benchmark score is 0, indicating that no standardized benchmarks are available for this part, so the percentile is derived from its relative specifications. This GPU is intended for portable devices, as indicated by the display outputs being "Portable Device Dependent". It uses an AGP 4x bus interface. The power connectors are listed as "None", suggesting it draws power directly from the motherboard. Given the 32 MB memory and 64-bit bus, the target usage is low-resolution gaming and basic 2D/3D acceleration. Users with legacy systems running older operating systems would find this adequate for titles that require DirectX 7.0. For high-resolution work or modern games, the data shows it is not suitable. The 3.200 GB/s bandwidth and 400.0 MPixel/s pixel rate are insufficient for resolutions with high detail. The 50th percentile ranking implies it is exactly average among all GPUs, but that average is skewed by the fact that many modern GPUs far exceed it. In practice, this is an entry-level mobile part. It is best considered for retro computing, embedded systems, or as a display adapter for basic office tasks. The lack of a TDP rating means thermal characteristics are not quantified, but the 150 nm process and low transistor count (29 million) suggest modest power draw. Users should not expect to run any game released after the early 2000s at playable frame rates. The API support of DirectX 7.0 and OpenGL 1.5 limits compatibility with newer software, making it a poor choice for any modern workload.
FAQ
Q: What is the memory size and type of the GeForce4 420 Go?
A: It has 32 MB of DDR memory on a 64-bit bus, with a bandwidth of 3.200 GB/s.
Q: Does the GeForce4 420 Go support hardware ray tracing?
A: No. It has no ray tracing cores or tensor cores, and its API support is limited to DirectX 7.0 and OpenGL 1.5.
Q: What is the process node and transistor count?
A: It is fabricated on a 150 nm process by TSMC, integrating 29 million transistors on a 65 mm² die, with a density of 446.2K / mm².
Q: What is the memory clock speed?
A: The memory clock is 200 MHz, operating at 400 Mbps effective.
Q: What is the pixel rate and texture rate?
A: The pixel rate is 400.0 MPixel/s, and the texture rate is 800.0 MTexel/s, with 4 TMUs and 2 ROPs.
Q: What bus interface does it use?
A: It uses an AGP 4x interface, and the display outputs are portable device dependent.
Q: What is the release date and production status?
A: It was released on 2002-02-05 and is currently end-of-life.
Benchmark Performance
The benchmark data for the GeForce4 420 Go is sparse, with an average benchmark score of 0 and no nearest rivals listed. The percentile vs all GPUs is 50, meaning it falls exactly in the middle of the historical performance distribution. This is a remarkable placement given the hardware constraints. The 64-bit memory bus and 32 MB capacity place it at the bottom of the performance curve for memory-bound tasks. The texture rate of 800.0 MTexel/s and pixel rate of 400.0 MPixel/s are low by any modern standard, but they were competitive in its release era. The predecessor, GeForce2 Go, and successor, GeForce FX Go 5, are known, but no comparative scores are provided. Without nearest rivals, a direct percentage delta cannot be calculated. However, the 50th percentile indicates that it is not the worst performer, nor is it exceptional. The lack of a launch MSRP means pricing is not available, but the "None" power connectors and portable device dependent outputs confirm its mobile nature. The 150 nm process and 29 million transistors suggest a moderate thermal envelope, though no TDP is listed. The performance is primarily limited by the memory subsystem: 3.200 GB/s is insufficient for high-resolution textures. In synthetic benchmarks, the 400.0 MPixel/s fill rate would cap pixel throughput. For a GPU from 2002, the data shows it was a mid-range mobile option. The absence of any benchmark scores in the database is notable; the 0 score likely reflects a lack of tested samples rather than zero performance. The percentile of 50 is derived from the overall distribution of all GPUs, which includes many older and newer parts. This means the GeForce4 420 Go is statistically average. In real-world terms, it would struggle with any game requiring more than 32 MB of video memory. The DirectX 7.0 support limits it to titles from that generation. The OpenGL 1.5 support provides some compatibility with legacy applications. The AGP 4x interface is a legacy standard, limiting bandwidth to the system bus. Overall, the data indicates a product that served a specific niche in the early 2000s mobile market, with performance that is now only relevant for retro computing.
The AMD Equivalent of GeForce4 420 Go
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