GEFORCE

NVIDIA GeForce4 448 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 Mar 2002

NVIDIA GeForce4 448 Go Specifications

GeForce4 448 Go GPU Core

Shader units and compute resources

The NVIDIA GeForce4 448 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 448 Go Clock Speeds

GPU and memory frequencies

Clock speeds directly impact the GeForce4 448 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 448 Go by NVIDIA dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.

GPU Clock
200 MHz
Memory Clock
200 MHz 400 Mbps effective
GDDR GDDR 6X 6X

NVIDIA's GeForce4 448 Go Memory

VRAM capacity and bandwidth

VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The GeForce4 448 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
6.400 GB/s

GeForce4 448 Go Theoretical Performance

Compute and fill rates

Theoretical performance metrics provide a baseline for comparing the NVIDIA GeForce4 448 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
400.0 MPixel/s
Texture Rate
800.0 MTexel/s

Celsius Architecture & Process

Manufacturing and design details

The NVIDIA GeForce4 448 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 448 Go will perform in GPU benchmarks compared to previous generations.

Architecture
Celsius
GPU Name
NV18
Process Node
150 nm
Foundry
TSMC
Transistors
29 million
Die Size
65 mm²
Density
446.2K / mm²

NVIDIA's GeForce4 448 Go Power & Thermal

TDP and power requirements

Power specifications for the NVIDIA GeForce4 448 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 448 Go to maintain boost clocks without throttling.

Power Connectors
None

GeForce4 448 Go by NVIDIA Physical & Connectivity

Dimensions and outputs

Physical dimensions of the NVIDIA GeForce4 448 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 8x
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 448 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 448 Go Product Information

Release and pricing details

The NVIDIA GeForce4 448 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 448 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
Mar 2002
Production
End-of-life
Predecessor
GeForce2 Go
Successor
GeForce FX Go 5

GeForce4 448 Go Benchmark Scores

No benchmark data available for this GPU.

About NVIDIA GeForce4 448 Go

The NVIDIA GeForce4 448 Go represents a distinct entry in the mobile graphics landscape of its era, built on the Celsius architecture with the NV18 chip. Fabricated on a 150 nm process at TSMC, this processor integrates 29 million transistors on a 65 mm² die, yielding a density of 446.2K transistors per square millimeter. As a mobile part, its display outputs are portable device dependent, and it interfaces via AGP 8x with no power connectors required, reflecting its design for notebook integration rather than desktop expansion.

Benchmark Performance

The benchmark data for the GeForce4 448 Go places it at the 50th percentile among all GPUs tracked by this database, with an average benchmark score of 0. This percentile position indicates a median standing in the overall performance distribution, though the absence of any specific benchmark scores in the record means the quantitative assessment relies entirely on architectural capabilities rather than measured results. The pixel rate is 400.0 MPixel/s, while the texture rate reaches 800.0 MTexel/s, figures that derive directly from the 2 ROPs and 4 TMUs operating at the memory clock of 200 MHz (400 Mbps effective).

The ratio between texture and pixel rates, exactly 2:1, reveals a design prioritizing texture throughput over fill-rate operations, a characteristic that influences how the GPU handles varying workloads. With no FP32 or FP16 values listed, the compute capability cannot be expressed in floating-point operations, but the fixed-function pipeline of the Celsius architecture suggests a focus on traditional rasterization rather than general-purpose compute. The 50th percentile ranking implies that in aggregate performance, this GPU sits exactly at the median of all recorded graphics processors, meaning half of the database entries exceed its capabilities and half fall below, a balanced position that reflects its mid-range mobile intent.

How It Compares

The nearestRivals array is empty, meaning no direct competitor data is available for percentile-based comparison. Consequently, positional analysis must reference the broader architectural context provided by its generation and predecessor/successor relationships. The GeForce2 Go serves as the predecessor, indicating that the GeForce4 448 Go represents a generational step forward in the GeForce4 Go lineup, while the GeForce FX Go 5 follows as its successor, suggesting a subsequent architectural evolution. Without rival scores or deltaPct values, the comparative assessment is limited to noting that this GPU occupies a mid-tier position within its own family lineage.

Against its predecessor, the GeForce2 Go, the GeForce4 448 Go offers a newer architecture in Celsius, which typically entails improvements in feature support and efficiency. The shift from GeForce2 Go to GeForce4 448 Go is marked by the transition to DDR memory, as evidenced by the 64 MB DDR configuration with a 128-bit bus, whereas earlier mobile parts often relied on older memory types. Compared to its successor, the GeForce FX Go 5, the GeForce4 448 Go lacks the architectural refinements that came with the next generation, but its 128-bit memory interface and 6.400 GB/s bandwidth provide a baseline that later parts would need to exceed.

Ray Tracing and Feature Set

The GeForce4 448 Go has no ray tracing cores and no tensor cores listed in its specifications, confirming that this GPU predates any dedicated hardware for ray-traced rendering or AI-accelerated workloads. The absence of these units, alongside null Vulkan support, defines a feature set firmly rooted in early 2000s graphics technology. The API support includes DirectX 7.0 and OpenGL 1.5, which were contemporary standards at its release date of 2002-02-28, enabling compatibility with games and applications designed for those interfaces.

DirectX 7.0 support means the GPU is limited to hardware transform and lighting via the fixed-function pipeline, with no programmable shaders available through that API. OpenGL 1.5 adds some extensions beyond the base specification but still falls short of the shader model capabilities that arrived with later DirectX versions. The lack of Vulkan support is expected given the era, and the absence of tensor cores means any machine learning or inference tasks are entirely out of scope for this hardware. The 2 ROPs and 4 TMUs form the core of the rasterization pipeline, with the texture rate of 800.0 MTexel/s indicating how quickly textures can be applied to geometry.

FAQ

Q: What is the memory clock speed of the GeForce4 448 Go?

A: The memory clock is 200 MHz, with an effective data rate of 400 Mbps, which is typical for DDR memory where data transfers on both clock edges.

Q: Does this GPU support hardware ray tracing?

A: No, the GeForce4 448 Go has no ray tracing cores listed in its specifications, and it also lacks tensor cores, so it cannot accelerate ray-traced or AI-based workloads.

Q: What is the pixel fill rate of this processor?

A: The pixel rate is 400.0 MPixel/s, derived from 2 ROPs operating at the core frequency, while the texture rate is 800.0 MTexel/s from 4 TMUs.

Q: What DirectX version does the GeForce4 448 Go support?

A: It supports DirectX 7.0, along with OpenGL 1.5, and has no Vulkan support, limiting it to fixed-function graphics pipelines without programmable shaders.

Q: How much memory does this mobile GPU have and what type?

A: It has 64 MB of DDR memory on a 128-bit bus, providing a bandwidth of 6.400 GB/s, which is modest by modern standards but adequate for its era.

Q: What is the production status of this product?

A: The production status is end-of-life, with a release date of 2002-02-28, and it sits between the GeForce2 Go (predecessor) and GeForce FX Go 5 (successor) in the product stack.

Memory Subsystem

The memory subsystem of the GeForce4 448 Go consists of 64 MB of DDR memory connected via a 128-bit bus, yielding a bandwidth of 6.400 GB/s. This configuration was reasonable for mobile graphics in its release timeframe, balancing capacity against the power and thermal constraints of a laptop chassis. The 128-bit interface is a key determinant of memory throughput, as it allows twice the data per clock cycle compared to a 64-bit bus, though the 200 MHz memory clock (400 Mbps effective) caps the absolute bandwidth figure.

For high-resolution gaming or professional applications, the 64 MB capacity presents a significant limitation, as textures and frame buffers must fit within that allocation. The bandwidth of 6.400 GB/s means that at higher resolutions, where more data must be read from and written to memory, the GPU may become bandwidth-bound, limiting effective performance despite the texture rate of 800.0 MTexel/s. The use of DDR memory, rather than older SDR, provides a marginal efficiency gain, as data is transferred on both clock edges, effectively doubling the data rate relative to a single-data-rate interface at the same clock.

The pixel rate of 400.0 MPixel/s and texture rate of 800.0 MTexel/s must both draw from the same memory bandwidth, meaning that scenes with heavy texture usage can saturate the 6.400 GB/s limit faster than simple color fills. In practice, this creates a balance where the GPU’s compute capabilities are proportional to its memory throughput, a hallmark of fixed-function designs from this period. With no FP32 or FP16 values listed, the numerical compute throughput cannot be quantified, but the memory subsystem’s characteristics define the ceiling for any workload that depends on data movement, making the 128-bit bus and 64 MB capacity the primary constraints for high-resolution operation.

The AMD Equivalent of GeForce4 448 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

View Specs Compare

Popular NVIDIA GeForce4 448 Go Comparisons

See how the GeForce4 448 Go stacks up against similar graphics cards from the same generation and competing brands.

Compare GeForce4 448 Go with Other GPUs

Select another GPU to compare specifications and benchmarks side-by-side.

Browse GPUs