NVIDIA GeForce4 Ti 4800 SE
NVIDIA graphics card specifications and benchmark scores
At a Glance
NVIDIANVIDIA GeForce4 Ti 4800 SE Specifications
GeForce4 Ti 4800 SE GPU Core
Shader units and compute resources
The NVIDIA GeForce4 Ti 4800 SE 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 Ti 4800 SE Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the GeForce4 Ti 4800 SE'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 Ti 4800 SE by NVIDIA dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
NVIDIA's GeForce4 Ti 4800 SE Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The GeForce4 Ti 4800 SE'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 Ti 4800 SE Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the NVIDIA GeForce4 Ti 4800 SE 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.
Kelvin Architecture & Process
Manufacturing and design details
The NVIDIA GeForce4 Ti 4800 SE is built on NVIDIA's Kelvin 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 Ti 4800 SE will perform in GPU benchmarks compared to previous generations.
NVIDIA's GeForce4 Ti 4800 SE Power & Thermal
TDP and power requirements
Power specifications for the NVIDIA GeForce4 Ti 4800 SE 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 Ti 4800 SE to maintain boost clocks without throttling.
GeForce4 Ti 4800 SE by NVIDIA Physical & Connectivity
Dimensions and outputs
Physical dimensions of the NVIDIA GeForce4 Ti 4800 SE 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 Ti 4800 SE. 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 Ti 4800 SE Product Information
Release and pricing details
The NVIDIA GeForce4 Ti 4800 SE 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 Ti 4800 SE by NVIDIA represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.
GeForce4 Ti 4800 SE Benchmark Scores
No benchmark data available for this GPU.
About NVIDIA GeForce4 Ti 4800 SE
The NVIDIA GeForce4 Ti 4800 SE is a Kelvin-architecture graphics card built on TSMC's 150 nm process, packing 63 million transistors into a 142 mm² die for a density of 443.7K transistors per square millimeter. Released on February 15, 2003, it sits between the GeForce 4 MX and the GeForce FX in NVIDIA's lineup, and the data marks it as end-of-life. With a 50th percentile rank among all GPUs in the database, it occupies a middle ground—neither a flagship nor an entry-level part, but a card that defined the mid-range of its generation.
Benchmark Performance
The data contains no synthetic benchmark scores for the GeForce4 Ti 4800 SE; the average benchmark score is recorded as 0. This absence is notable, but the theoretical performance figures provide a clear picture. The pixel rate is 1.100 GPixel/s, and the texture rate is 2.200 GTexel/s. The texture rate is exactly double the pixel rate, which aligns with the hardware configuration of 8 texture mapping units and 4 render output units. In a typical frame, the 4 ROPs will limit pixel throughput, while the 8 TMUs can process texture data at a higher rate. The 50th percentile rank suggests that in real-world workloads of its era, the card would have been a competent mid-tier performer, but not a top-tier one. The lack of benchmark data means we cannot quantify a delta against any specific rival, but the theoretical rates indicate a card that could handle standard resolutions of the early 2000s with moderate settings. The 50th percentile is a useful anchor: it is neither a low-end part nor a high-end part, but a balanced middle.
How It Compares
The GeForce4 Ti 4800 SE occupies a specific niche in NVIDIA's early-2000s lineup. Its predecessor is the GeForce 4 MX, a series that lacked the full feature set of the Ti line. The successor is the GeForce FX, which introduced a new architecture. The 4800 SE uses the NV28 chip and the Kelvin architecture, which is a refinement of the earlier GeForce 4 Ti design. The data shows no nearest rivals, so a direct comparison with other cards is not possible. However, the 50th percentile rank places it at the midpoint of the overall GPU population, which suggests it was neither a flagship nor a budget part. The 150 nm process node and 63 million transistors are modest by later standards, but the 142 mm² die size and 443.7K / mm² density are consistent with a mid-range card of that generation. The card was released in 2003, and its end-of-life status indicates it had a relatively short production run. It bridges the MX and FX series, offering a Kelvin-based alternative to the upcoming FX line.
Ray Tracing and Feature Set
The GeForce4 Ti 4800 SE has no ray tracing cores and no tensor cores; the data lists these fields as null. This is expected for a card from 2003, as ray tracing hardware did not exist in consumer GPUs at that time. The API support is limited to DirectX 8.1 and OpenGL 1.5, with no Vulkan support. DirectX 8.1 was the standard for the era, and it supports pixel shaders, though the data does not specify the exact shader model. The absence of Vulkan is unsurprising, as Vulkan was not introduced until 2016. The display outputs are 1x DVI, 1x VGA, and 1x S-Video, which is a standard set for the time. The card has no tensor cores, so any AI or machine learning features are not applicable. The feature set is firmly rooted in the early 2000s, with no modern capabilities. The API support is a key limitation: DirectX 8.1 means it cannot run games that require DirectX 9 or later, and OpenGL 1.5 is similarly dated.
Power and Cooling
The data does not list a TDP for the GeForce4 Ti 4800 SE, so a specific wattage cannot be stated. However, the suggested power supply is 200 W, which is a modest requirement. The card requires no power connectors, meaning it draws all power from the AGP 8x slot. The slot width is single-slot, and the card measures 216 mm or 8.5 inches in length. This makes it a compact card that fits in most standard cases of its era. The lack of power connectors and the 200 W PSU recommendation suggest a low-to-moderate power draw. The single-slot design does not occupy an adjacent slot, which is useful for system builders. The cooling solution is not specified in the data, but a single-slot card with no power connectors typically relies on a passive or small active cooler. The 150 nm process node is relatively efficient for the time, but the lack of a TDP means we cannot quantify the thermal output.
Who Should Consider It
Given the 128 MB memory and the 50th percentile rank, the GeForce4 Ti 4800 SE is best suited for gaming at lower resolutions and moderate settings. The 8.800 GB/s bandwidth is sufficient for 32-bit color at resolutions like 1024x768 or 1280x1024, but not for higher resolutions with heavy anti-aliasing. The pixel rate of 1.100 GPixel/s and texture rate of 2.200 GTexel/s indicate that it can handle early 2000s titles at moderate settings. The card supports DirectX 8.1, so it can run games that require DX8 features, but it cannot run modern games due to the outdated API. The 50th percentile rank suggests it is a balanced card for its time, but not a high-end one. For users who want to play games from the 2000-2003 era at standard resolutions, this card would be a reasonable choice. The 128 MB memory is a limitation for large textures, but it was a common size in 2003. The card is not suitable for modern gaming, but for retro or period-specific use, it is a viable option.
Memory Subsystem
The memory subsystem is a 128 MB DDR memory with a 128-bit bus width. The memory clock is 275 MHz, which translates to 550 Mbps effective data rate. The bandwidth is calculated as 8.800 GB/s. This is a straightforward calculation: 128 bits divided by 8 gives 16 bytes per cycle, multiplied by 275 million transfers per second, resulting in 8.8 billion bytes per second. The 128-bit bus is a narrow width for the era, but the DDR memory doubles the effective rate per cycle. The 128 MB capacity is a moderate amount for a mid-range card in 2003. The 8.800 GB/s bandwidth is a limiting factor for high resolutions and high-quality textures. With 4 ROPs and 8 TMUs, the card can sustain 1.100 GPixel/s and 2.200 GTexel/s, but the memory bandwidth must keep up with texture data and pixel writes. The 8.800 GB/s is sufficient for the pixel rate, but it can become a bottleneck when using large textures or high resolutions. The 128-bit bus is a common width for the time, and the DDR memory doubles the data rate per cycle, making it a balanced memory subsystem for the card's performance.
FAQ
Q: What is the release date of the NVIDIA GeForce4 Ti 4800 SE?
A: The card was released on February 15, 2003.
Q: What is the memory size and type?
A: It has 128 MB of DDR memory with a 128-bit bus width.
Q: What is the effective memory bandwidth?
A: The memory clock is 275 MHz, with an effective data rate of 550 Mbps, resulting in 8.800 GB/s bandwidth.
Q: Does the card support ray tracing?
A: No, the data lists no ray tracing cores and no tensor cores.
Q: What is the suggested power supply wattage?
A: The suggested power supply is 200 W, and the card requires no power connectors.
Q: What are the display outputs?
A: The card has 1x DVI, 1x VGA, and 1x S-Video outputs.
Q: What is the bus interface?
A: The card uses an AGP 8x bus interface.
Q: What is the pixel rate and texture rate?
A: The pixel rate is 1.100 GPixel/s and the texture rate is 2.200 GTexel/s.
The AMD Equivalent of GeForce4 Ti 4800 SE
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