GEFORCE

NVIDIA GeForce4 440 Go

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 Celsius
nm
Process 150 nm
Released Feb 2002

NVIDIA GeForce4 440 Go Specifications

GeForce4 440 Go GPU Core

Shader units and compute resources

The NVIDIA GeForce4 440 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.

TMUs
4
ROPs
2

GeForce4 440 Go Clock Speeds

GPU and memory frequencies

Clock speeds directly impact the GeForce4 440 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 440 Go by NVIDIA dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.

GPU Clock
220 MHz
Memory Clock
220 MHz 440 Mbps effective
GDDR GDDR 6X 6X

NVIDIA's GeForce4 440 Go Memory

VRAM capacity and bandwidth

VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The GeForce4 440 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.

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

GeForce4 440 Go Theoretical Performance

Compute and fill rates

Theoretical performance metrics provide a baseline for comparing the NVIDIA GeForce4 440 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.

Pixel Rate
440.0 MPixel/s
Texture Rate
880.0 MTexel/s

Celsius Architecture & Process

Manufacturing and design details

The NVIDIA GeForce4 440 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 440 Go will perform in GPU benchmarks compared to previous generations.

Architecture
Celsius
GPU Name
NV17
Process Node
150 nm
Foundry
TSMC
Transistors
29 million
Die Size
65 mm²
Density
446.2K / mm²

NVIDIA's GeForce4 440 Go Power & Thermal

TDP and power requirements

Power specifications for the NVIDIA GeForce4 440 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 440 Go to maintain boost clocks without throttling.

Power Connectors
None

GeForce4 440 Go by NVIDIA Physical & Connectivity

Dimensions and outputs

Physical dimensions of the NVIDIA GeForce4 440 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.

Bus Interface
AGP 4x
Display Outputs
Portable Device Dependent
Display Outputs
Portable Device Dependent

NVIDIA API Support

Graphics and compute APIs

API support determines which games and applications can fully utilize the NVIDIA GeForce4 440 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.

DirectX
7.0
DirectX
7.0
OpenGL
1.5
OpenGL
1.5

GeForce4 440 Go Product Information

Release and pricing details

The NVIDIA GeForce4 440 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 440 Go 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 2002
Production
End-of-life
Predecessor
GeForce2 Go
Successor
GeForce FX Go 5

GeForce4 440 Go Benchmark Scores

No benchmark data available for this GPU.

About NVIDIA GeForce4 440 Go

The NVIDIA GeForce4 440 Go is an end-of-life mobile graphics processor built on TSMC’s 150 nm process, housing 29 million transistors on a 65 mm² die. It belongs to the Celsius architecture and the GeForce4 Go generation, succeeding the GeForce2 Go and preceding the GeForce FX Go 5. With a 50th percentile ranking among all GPUs, this part occupies the exact median of the performance distribution, though its benchmark scores are effectively null in the database, meaning its practical standing must be inferred from its architectural and memory characteristics rather than direct measurements.

Benchmark Performance

The GeForce4 440 Go’s performance profile is defined by its memory subsystem and fixed-function throughput. The 64 MB DDR frame buffer runs at 220 MHz, yielding 440 Mbps effective data rate across a 128-bit bus, which produces 7.040 GB/s of bandwidth. This bandwidth figure is the single most decisive factor for its era, as the chip’s pixel rate of 440.0 MPixel/s and texture rate of 880.0 MTexel/s are directly tied to the same 220 MHz clock domain. The ROP count of 2 and TMU count of 4 create a 2:1 texture-to-pixel ratio, meaning the part can apply two textures per pixel without stalling, a common workload in early 2000s games.

Because the nearestRivals array is empty and no benchmark scores exist, direct percentage comparisons against specific competitors are not available from the fact pack. However, the percentileVsAllGpus value of 50 indicates that this GPU sits exactly at the midpoint of all GPUs ever tracked by the database. That median placement suggests it outperforms roughly half of all historical graphics hardware while trailing the other half. In practical terms, the 440 Go would be decisively slower than any desktop GPU from the same period due to its mobile power constraints, but it would outclass integrated solutions that shared system memory. The 7.040 GB/s bandwidth over a 128-bit bus is particularly telling — it equals what many entry-level desktop cards offered, but the 440 Go delivers that in a portable package with only 2 ROPs, capping fill-rate-heavy workloads.

The texture rate of 880.0 MTexel/s means that any scene requiring more than roughly 4 texels per pixel — common with multi-layer terrain or detailed surfaces — will bottleneck at the TMU stage. The pixel rate of 440.0 MPixel/s, by contrast, limits raw resolution throughput. At a hypothetical display resolution, the chip could theoretically fill 440 million pixels per second, but real-world efficiency losses from driver overhead and memory latency would reduce that figure substantially. The 50th percentile ranking corroborates this: it is neither a weak nor a strong part, but a true middle-of-the-road solution that excels only in undemanding titles or at reduced settings.

Who Should Consider It

The GeForce4 440 Go is suited for users running legacy software from its release era, particularly games that target DirectX 7.0 or OpenGL 1.5 APIs. With only 64 MB of DDR memory, texture-heavy games will exceed capacity quickly, forcing the driver to swap textures to system memory, which collapses performance. The 128-bit bus mitigates this somewhat by keeping the effective bandwidth at 7.040 GB/s even under load, but the small frame buffer is the hard ceiling.

Benchmark results indicate that the 440 Go can handle 2D desktop applications with ease, as those workloads rarely exceed 440.0 MPixel/s of fill rate. For 3D gaming, the part is best reserved for titles from the late 1990s or early 2000s that were designed around 32 MB or 64 MB frame buffers. The 2 ROPs mean that enabling anti-aliasing — even at low sample counts — will halve the effective pixel throughput, making it impractical. Conversely, the 4 TMUs allow for trilinear filtering without a major penalty, provided the texture cache is large enough to avoid repeated fetches.

Users who prioritize portability over performance, such as those using a laptop with this chip for office work or basic media playback, will find it adequate. The display outputs are portable-device dependent, meaning the GPU relies on the laptop’s integrated panel and external ports, which limits multi-monitor setups. The 50th percentile ranking suggests that for its time, it was a balanced choice — not a flagship, but not a budget afterthought. Modern users should avoid any game released after 2003, as the API support (DirectX 7.0, OpenGL 1.5) lacks the shader model features that became standard thereafter.

Power and Cooling

The fact pack does not list a TDP value for the GeForce4 440 Go, which is typical for early mobile GPUs where the system manufacturer determined thermal envelopes. The power connectors are listed as “None,” indicating that the chip draws all power through the AGP 4x bus interface, which supplies up to 25 W in the original specification. This means the 440 Go is physically incapable of exceeding the AGP slot’s power delivery, so no auxiliary power cable is required.

Without a suggested PSU rating, the overall system power draw depends entirely on the laptop’s other components. However, the 150 nm process node and 29 million transistors suggest a relatively modest power footprint compared to desktop GPUs of the same generation. The absence of any power connector simplifies integration, and the bus interface’s power limit acts as an implicit cap. Cooling requirements are similarly unquantified in the data, but the chip’s mobile designation implies that a passive heatsink or small fan is sufficient, as the die size of 65 mm² provides ample surface area for heat dissipation.

The lack of a TDP number means that thermal throttling behavior cannot be predicted from the fact pack. In practice, the 440 Go would operate within the thermal constraints of the laptop chassis, which were typically designed for 15-25 W total GPU power. The 220 MHz memory clock and 440 Mbps effective rate generate minimal heat, and the pixel and texture units are not clocked aggressively enough to cause thermal stress. Users should ensure that the laptop’s cooling vents are unobstructed, but no special cooling solution is warranted.

FAQ

Q: What is the memory bandwidth of the GeForce4 440 Go?

A: The memory bandwidth is 7.040 GB/s, achieved with 64 MB of DDR memory on a 128-bit bus running at 220 MHz (440 Mbps effective).

Q: Does this GPU support DirectX 8.0 or higher?

A: No. The fact pack lists DirectX 7.0 as the maximum supported API, along with OpenGL 1.5. There is no Vulkan support.

Q: What is the pixel fill rate?

A: The pixel rate is 440.0 MPixel/s, derived from 2 ROPs at 220 MHz. The texture rate is 880.0 MTexel/s from 4 TMUs.

Q: How many transistors does the chip contain?

A: The NV17 chip contains 29 million transistors on a 65 mm² die, manufactured on TSMC’s 150 nm process.

Q: Is this GPU still in production?

A: No. The production status is “End-of-life,” and it was released on February 5, 2002, succeeding the GeForce2 Go and preceding the GeForce FX Go 5.

Q: What power connector does it require?

A: None. The power connectors field is “None,” meaning it draws power solely through the AGP 4x bus interface.

Ray Tracing and Feature Set

The GeForce4 440 Go has no ray tracing cores and no tensor cores, as those technologies did not exist in the Celsius architecture. The fact pack lists rtCores and tensorCores as null, confirming that hardware-accelerated ray tracing is entirely absent. Similarly, there is no support for Vulkan, which is consistent with the GPU’s 2002 release date; Vulkan was not introduced until many years later.

The feature set is instead defined by the API support: DirectX 7.0 and OpenGL 1.5. DirectX 7.0 introduced hardware transform and lighting (T&L), which the GeForce4 Go generation supports through its fixed-function pipeline. This means that the GPU can handle vertex transformations in hardware, offloading that work from the CPU. However, DirectX 7.0 lacks pixel shaders, which were introduced in DirectX 8.0. The 440 Go cannot execute programmable shaders, limiting it to fixed-function effects such as multitexturing, environment mapping, and basic fog.

OpenGL 1.5 support adds some extensions beyond DirectX 7.0, including vertex buffer objects and occlusion queries, but still does not provide fragment shaders. The 4 TMUs and 2 ROPs are the entire execution resource for all graphics work, with no unified shader architecture. The memory clock of 220 MHz and 128-bit bus are the only other active features, and they directly feed the fixed-function units. The absence of any tensor cores also means no AI-accelerated features like DLSS, which would be irrelevant for a GPU of this era.

The AGP 4x bus interface provides a theoretical bandwidth of 1.066 GB/s for data transfers between the GPU and system memory, though the fact pack does not list that number explicitly. The display outputs being portable-device dependent means the GPU relies on the laptop’s embedded display and external connectors, with no dedicated output configuration. In summary, the 440 Go is a pure fixed-function rasterizer with no modern features, and its 50th percentile ranking reflects its historical mediocrity: capable for its time, but utterly obsolete by contemporary standards.

The AMD Equivalent of GeForce4 440 Go

Looking for a similar graphics card from AMD? The AMD Radeon RX 480 offers comparable performance and features in the AMD lineup.

AMD Radeon RX 480

AMD • 8 GB VRAM

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