GEFORCE

NVIDIA GeForce4 488 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 488 Go Specifications

GPU Core

Shader units and compute resources

The NVIDIA GeForce4 488 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 488 Go Clock Speeds

GPU and memory frequencies

Clock speeds directly impact the GeForce4 488 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 488 Go by NVIDIA dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.

GPU Clock
300 MHz
Memory Clock
275 MHz 550 Mbps effective
GDDR GDDR 6X 6X

NVIDIA's GeForce4 488 Go Memory

VRAM capacity and bandwidth

VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The GeForce4 488 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
8.800 GB/s

GeForce4 488 Go Theoretical Performance

Compute and fill rates

Theoretical performance metrics provide a baseline for comparing the NVIDIA GeForce4 488 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
600.0 MPixel/s
Texture Rate
1.200 GTexel/s

Celsius Architecture & Process

Manufacturing and design details

The NVIDIA GeForce4 488 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 488 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

Power & Thermal

TDP and power requirements

Power specifications for the NVIDIA GeForce4 488 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 488 Go to maintain boost clocks without throttling.

Power Connectors
None

GeForce4 488 Go by NVIDIA Physical & Connectivity

Dimensions and outputs

Physical dimensions of the NVIDIA GeForce4 488 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 488 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 488 Go Product Information

Release and pricing details

The NVIDIA GeForce4 488 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 488 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

About NVIDIA GeForce4 488 Go

The NVIDIA GeForce4 488 Go is an end-of-life mobile graphics processor in the GeForce4 Go generation, built around the NV18 chip on the Celsius architecture. It was fabricated 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 GPU uses an AGP 8x bus interface, lists no auxiliary power connectors, and reports display outputs as Portable Device Dependent. Its release date is 2002-02-28. In the database ranking, the GeForce4 488 Go is placed at the 50th percentile of all GPUs, although the benchmark array is empty and the average benchmark score field is 0. The product line is bracketed by the GeForce2 Go as predecessor and the GeForce FX Go 5 as successor.

Memory Subsystem

The memory subsystem consists of 64 MB of DDR memory on a 128-bit bus, with bandwidth listed at 8.800 GB/s. The memory clock is 275 MHz, with an effective transfer rate of 550 Mbps. The 550 Mbps effective figure is exactly double the 275 MHz memory clock, reflecting the DDR transfer behavior. This is the only populated clock in the specification; the base and boost clock fields are not listed. With the memory clock and effective rate both present, the record provides a clear picture of the memory side, but no core clock figures are available to place the memory speed in a wider performance context.

The 64 MB capacity is the most important constraint for high-resolution work. A frame buffer of this size must hold color data, depth information, and any textures or render targets used by the scene. As resolution increases, the memory required for those buffers grows, and 64 MB leaves little headroom for large scene data. The 128-bit bus and 8.800 GB/s bandwidth are moderate figures, but they are not necessarily the first bottleneck; the capacity limit is more immediate. The GPU cannot compensate for a shortage of storage by relying purely on bandwidth, because the data has to have somewhere to reside in memory.

At higher resolutions, the 8.800 GB/s bandwidth defines how quickly pixel data can move through the frame buffer, but the 64 MB total memory means the active scene complexity must fit within a small footprint. The display outputs are Portable Device Dependent, so the actual resolution available to a given system is also tied to the portable device rather than solely to the GPU. Overall, the memory subsystem points toward lower-resolution rendering in portable systems, with the 64 MB capacity acting as a hard ceiling on frame-buffer and texture storage.

Ray Tracing and Feature Set

The feature set contains no RT cores and no tensor cores. Hardware-accelerated ray tracing is therefore not a feature that can be enabled on this part. No Vulkan version is listed; the API entries are DirectX 7.0 and OpenGL 1.5. These are the only exposed graphics APIs in the data, and they define the available software-level feature surface. Because neither an RT-core count nor a tensor-core count is present, there is no basis for treating this GPU as capable of hardware ray tracing or tensor-accelerated workloads.

The rendering pipeline is represented by 4 texture mapping units and 2 raster operation units. The texture rate is 1.200 GTexel/s, and the pixel rate is 600.0 MPixel/s. The record lists no shading-unit count, no fp32 throughput, and no fp16 throughput, so compute capability cannot be quantified from the available fields. The power connector field is None, indicating that the board does not use auxiliary power connectors. The bus interface is AGP 8x, and display outputs remain Portable Device Dependent.

The API support is limited to DirectX 7.0 and OpenGL 1.5, with no Vulkan entry. For ray tracing specifically, the absence of RT cores and the absence of any ray-tracing-capable API entry mean the GPU cannot be considered a ray-tracing part. The feature set is instead built around fixed rasterization and texture-sampling resources: 4 TMUs, 2 ROPs, a pixel rate of 600.0 MPixel/s, and a texture rate of 1.200 GTexel/s.

Benchmark Performance

The benchmarks array is empty, and the average benchmark score is recorded as 0. This 0 is a placeholder accompanying an empty benchmark list, not a measured result from a workload. No nearest rivals are listed, so there are no rival scores and no percentage-delta comparisons to report. The only quantitative placement is the percentileVsAllGpus value of 50, which places the GeForce4 488 Go at the midpoint of the database’s GPU ranking.

With no workload scores, the listed throughput figures become the primary performance indicators. The pixel rate is 600.0 MPixel/s, the texture rate is 1.200 GTexel/s, and memory bandwidth is 8.800 GB/s. These figures define a hardware envelope: the GPU can output up to 600.0 MPixel/s, sample up to 1.200 GTexel/s, and transfer up to 8.800 GB/s. However, without benchmark results, translating that envelope into actual game performance, settings scaling, or resolution scaling is not possible.

The 50th percentile is a rank position, not a performance score. It indicates that the GeForce4 488 Go sits at the median of the tracked GPU distribution, but the empty benchmark table means this placement is not accompanied by any workload-specific evidence. The absence of nearestRivals entries also prevents any comparison to specific competing parts. The benchmark section of this record is therefore incomplete: it offers a percentile position and fill-rate figures, but no measured scores.

Who Should Consider It

Given the available data, the GeForce4 488 Go is suited to systems that operate at lower resolutions and with modest texture workloads. The 64 MB DDR memory, 128-bit bus, and 8.800 GB/s bandwidth are the main memory-side constraints, and the 600.0 MPixel/s pixel rate with 1.200 GTexel/s texture rate places a firm ceiling on fill-heavy rendering. Applications that need large frame buffers or complex scene data will be limited by the 64 MB capacity. Lower-resolution scenes with simpler geometry and smaller texture sets are a better match.

Because no RT cores, no tensor cores, and no Vulkan entry are present, this GPU should not be selected for ray-traced rendering or for content that depends on a newer low-level API. The exposed API level is DirectX 7.0 and OpenGL 1.5, which further narrows the software environment. The part belongs to the GeForce4 Go generation and the Celsius architecture, and it sits between the GeForce2 Go and GeForce FX Go 5 in the product line. As an end-of-life product, it is more relevant to legacy portable systems than to current hardware.

No TDP is listed, so thermal and power requirements cannot be quantified. The only power-related fact is that the power connector field is None, which indicates that no auxiliary power connectors are present. Physical dimensions and slot width are also absent from the record, so integration details are limited. The functional profile, though, is clear: the GeForce4 488 Go is a low-capacity, fill-rate-limited mobile GPU for lower-resolution workloads, not for high-resolution, high-fidelity rendering.

How It Compares

The nearestRivals field is empty in the provided data. As a result, there are no rival names, no rival scores, and no percentage-delta comparisons available in this record. The only comparative position is the 50th percentile versus all GPUs, indicating a midpoint rank in the database. Without nearestRivals entries, a per-rival breakdown cannot be constructed.

The product line context is provided by predecessor and successor fields: the GeForce2 Go precedes the GeForce4 488 Go, and the GeForce FX Go 5 follows it. Neither of those products has benchmark scores in this record, so no numerical comparison to adjacent generations is possible. They serve only as product-line markers.

Because no nearest rivals are listed, there are no per-rival paragraphs to write. The empty nearestRivals array is the complete comparative picture beyond the 50th percentile position. Any future comparison would require added entries with rival names and scores, but none are present in this dataset.

Detailed benchmark scores and charts for the NVIDIA GeForce4 488 Go are below.

Benchmark Scores

No benchmark data available for this GPU.

Compare with Other GPUs

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

Browse GPUs