NVIDIA GeForce4 MX 460
NVIDIA graphics card specifications and benchmark scores
At a Glance
NVIDIANVIDIA GeForce4 MX 460 Specifications
GeForce4 MX 460 GPU Core
Shader units and compute resources
The NVIDIA GeForce4 MX 460 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 MX 460 Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the GeForce4 MX 460'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 MX 460 by NVIDIA dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
NVIDIA's GeForce4 MX 460 Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The GeForce4 MX 460'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 MX 460 Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the NVIDIA GeForce4 MX 460 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 MX 460 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 MX 460 will perform in GPU benchmarks compared to previous generations.
NVIDIA's GeForce4 MX 460 Power & Thermal
TDP and power requirements
Power specifications for the NVIDIA GeForce4 MX 460 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 MX 460 to maintain boost clocks without throttling.
GeForce4 MX 460 by NVIDIA Physical & Connectivity
Dimensions and outputs
Physical dimensions of the NVIDIA GeForce4 MX 460 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 MX 460. 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 MX 460 Product Information
Release and pricing details
The NVIDIA GeForce4 MX 460 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 MX 460 by NVIDIA represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.
GeForce4 MX 460 Benchmark Scores
No benchmark data available for this GPU.
About NVIDIA GeForce4 MX 460
The NVIDIA GeForce4 MX 460 is a legacy AGP 4x graphics card built on the Celsius architecture with the NV17 chip. Fabricated by TSMC on a 150 nm process, it packs 29 million transistors onto a 65 mm² die, yielding a transistor density of 446.2K per square millimeter. The card offers 4 texture mapping units and 2 ROPs, with a pixel rate of 600.0 MPixel/s and a texture rate of 1.200 GTexel/s. It carries 64 MB of DDR memory on a 128-bit bus, providing 7.200 GB/s of bandwidth. It supports DirectX 7.0 and OpenGL 1.5, and its production status is end-of-life, with a release date of February 5, 2002.
Benchmark Performance
The FACT PACK lists an average benchmark score of 0 and an empty benchmarks array, meaning no standardized performance scores are recorded for this card in the database. This absence of data indicates that the card was never subjected to the database's standard test suite. Instead, the available performance metrics are the pixel fillrate and texture fillrate. The pixel rate of 600.0 MPixel/s and texture rate of 1.200 GTexel/s define the card's raw fillrate capacity. With only 2 ROPs, the pixel throughput is inherently limited, as each ROP can only process a certain number of pixels per second. The 4 TMUs allow for a texture rate that is double the pixel rate, indicating a design balanced for texture-heavy workloads. Because no rival scores are present, direct percentage deltas cannot be computed. The card's performance profile is therefore best understood through its fillrate figures: 600.0 MPixel/s for pixel processing and 1.200 GTexel/s for texture sampling. These numbers suggest a card that can handle early 3D workloads at moderate settings, but the lack of benchmark data means no quantitative comparison to other GPUs is possible from this pack. The 150 nm process node and 29 million transistor count suggest a relatively simple design, which aligns with the modest fillrate figures. The pixel rate of 600.0 MPixel/s is a hard ceiling for how many pixels can be written per second, and the texture rate of 1.200 GTexel/s indicates the rate at which textures can be sampled. The 2 ROPs are the primary bottleneck for pixel output, while the 4 TMUs provide a balanced texture fetch capability.
How It Compares
The nearestRivals field in the data pack is empty, so no rival names, scores, or deltaPct values are available for comparison. This is a significant limitation, as it prevents any direct percentage-based positioning against competing GPUs. The FACT PACK identifies the GeForce 3 as the predecessor and the GeForce 4 Ti as the successor. The GeForce4 MX 460 sits in the middle of this lineage, inheriting the Celsius architecture. Without rival data, the comparison must be qualitative: the MX 460 is positioned below the GeForce 4 Ti in the product stack, as the Ti series typically commands higher performance. The predecessor GeForce 3 uses a different architecture, but the pack does not provide its specifications. Therefore, the only concrete comparison points are the card's own metrics. The empty nearestRivals list means that no direct competitor data exists in this pack, so any positioning must rely on the card's absolute fillrate and memory figures. In the absence of rival scores, the card's performance is best judged by its 600.0 MPixel/s pixel rate and 1.200 GTexel/s texture rate, which are modest but functional for its era. The card's single-slot design and lack of power connectors further suggest it was intended for mainstream, low-power systems, differentiating it from higher-end cards that require external power. The 64 MB memory capacity is another distinguishing factor, as higher-end cards of the time often featured larger frame buffers.
Memory Subsystem
The GeForce4 MX 460 comes with 64 MB of DDR memory. The memory bus is 128 bits wide, and the memory clock is 225 MHz, with an effective data rate of 450 Mbps. This yields a memory bandwidth of 7.200 GB/s. For high-resolution gaming, this bandwidth is a limiting factor. A 128-bit bus is relatively narrow, and the 7.200 GB/s figure is modest, but for its era it provided sufficient throughput for moderate resolutions. The 64 MB frame buffer constrains texture detail and anti-aliasing, as larger textures will exceed the available memory. The effective 450 Mbps data rate indicates DDR's double-pumped nature, effectively doubling the 225 MHz clock. This means that for each clock cycle, the memory can transfer data on both the rising and falling edges, doubling the theoretical throughput. With only 2 ROPs, the pixel fillrate of 600.0 MPixel/s will likely bottleneck before memory bandwidth becomes the primary constraint at lower resolutions. At higher resolutions, the 7.200 GB/s bandwidth will become the ceiling, limiting texture streaming and frame buffer writes. The 128-bit bus width is a key factor: a wider bus would allow more data per clock, but at 225 MHz, the bandwidth is fixed at 7.200 GB/s. This means that for high-resolution textures, the card will struggle, as the memory subsystem cannot feed the 4 TMUs fast enough to sustain 1.200 GTexel/s under heavy load. The 64 MB capacity is also a constraint, as it limits the number of textures that can be resident in memory simultaneously, directly impacting detail levels in games.
Who Should Consider It
Given the fillrate and memory figures, the GeForce4 MX 460 is suited for legacy systems running DirectX 7.0 titles. The 600.0 MPixel/s pixel rate and 1.200 GTexel/s texture rate indicate it can handle early 3D games at moderate resolutions and detail settings. The 64 MB frame buffer is adequate for lower resolutions, but not for high-resolution textures or heavy anti-aliasing. The card's AGP 4x interface is a legacy bus, so it is intended for older motherboards. Users with such systems who want to play DirectX 7.0-era games will find this card capable, but it is not suited for modern workloads. The lack of benchmark scores means precise resolution/settings recommendations cannot be derived from data, but the pixel rate of 600.0 MPixel/s suggests a practical ceiling at moderate resolutions with reduced detail. The 2 ROPs limit pixel fill, so higher resolutions will see significant frame rate drops. For users with a 200 W power supply and an AGP 4x slot, this card is a drop-in solution for retro gaming. The 64 MB memory is sufficient for the era's games, but not for texture-heavy mods or higher resolutions. The card's single-slot design and lack of power connectors make it easy to install in compact cases. However, its DirectX 7.0 support means it cannot run games that require a higher DirectX version, limiting its software compatibility to a narrow window of titles.
Ray Tracing and Feature Set
The FACT PACK lists no ray tracing cores (rtCores is null) and no tensor cores (tensorCores is null). This means the card has no dedicated hardware for ray tracing or AI acceleration. The API support is limited to DirectX 7.0 and OpenGL 1.5; Vulkan is not supported (null). The absence of RT and tensor cores means no hardware-accelerated ray tracing or DLSS-like features. The feature set is therefore purely fixed-function, relying on the 4 TMUs and 2 ROPs for rendering. The display outputs include 1x DVI, 1x VGA, and 1x S-Video, allowing connectivity to a range of monitors and TVs. The lack of Vulkan support means it cannot run modern Vulkan-based titles, and DirectX 7.0 limits it to very old games. The card's Celsius architecture is fixed-function, meaning it has no programmable shader units. This limits it to fixed-function pipeline operations, which were standard for DirectX 7.0-era games. The 4 TMUs handle all texture sampling, and the 2 ROPs manage pixel output, with no additional processing stages. For users interested in modern rendering techniques, this card is entirely unsuitable, as it lacks the hardware and API support for any advanced features.
Power and Cooling
The FACT PACK does not specify a TDP (thermal design power) for this card. However, the suggested PSU is 200 W, indicating a low-power design. The card uses no power connectors (None), meaning it draws all power from the AGP 4x slot. The slot width is Single-slot, so it occupies one expansion slot. With a 200 W PSU recommendation, this card is suitable for older systems with modest power supplies. The absence of external power connectors simplifies installation, as no additional cables are required. The 150 nm process node and 29 million transistors on a 65 mm² die suggest a relatively low thermal output, but the exact TDP is not recorded. The single-slot design allows for standard cooling solutions, and the card's end-of-life production status means it is only available on the used market. The lack of power connectors also means that the card's power draw is entirely dependent on the AGP slot's capacity, which is typically limited. The 200 W PSU recommendation is a guideline for the entire system, not just the card, indicating that the card itself is not power-hungry. The single-slot cooler is adequate for the card's thermal output, given the low transistor count and 150 nm process. Users with a 200 W power supply can confidently install this card without worrying about power delivery, as it draws everything from the slot.
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