GEFORCE

NVIDIA ION

NVIDIA graphics card specifications and benchmark scores

VRAM
MHz Boost
20W
TDP
Bus Width

At a Glance

NVIDIA
VRAM System Shared
Shaders 16
TDP 20W
Memory Type System Shared
Architecture Tesla
nm
Process 65 nm
Released Jun 2008

NVIDIA ION Specifications

GPU Core

Shader units and compute resources

The NVIDIA ION 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.

Shading Units
16
Shaders
16
TMUs
8
ROPs
4
SM Count
1

ION Clock Speeds

GPU and memory frequencies

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

GPU Clock
450 MHz
Memory Clock
System Shared
Shader Clock
1100 MHz
GDDR GDDR 6X 6X

NVIDIA's ION Memory

VRAM capacity and bandwidth

VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The ION'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
System Shared
Memory Type
System Shared
VRAM Type
System Shared
Memory Bus
System Shared
Bandwidth
System Dependent

ION Theoretical Performance

Compute and fill rates

Theoretical performance metrics provide a baseline for comparing the NVIDIA ION 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.

FP32 (Float)
35.20 GFLOPS
Pixel Rate
1.800 GPixel/s
Texture Rate
3.600 GTexel/s

Tesla Architecture & Process

Manufacturing and design details

The NVIDIA ION is built on NVIDIA's Tesla 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 ION will perform in GPU benchmarks compared to previous generations.

Architecture
Tesla
GPU Name
C79
Process Node
65 nm
Transistors
314 million
Die Size
144 mm²
Density
2.2M / mm²

Power & Thermal

TDP and power requirements

Power specifications for the NVIDIA ION 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 ION to maintain boost clocks without throttling.

TDP
20 W
TDP
20W

ION by NVIDIA Physical & Connectivity

Dimensions and outputs

Physical dimensions of the NVIDIA ION 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.

Slot Width
IGP
Bus Interface
PCI
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 ION. 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
11.1 (10_0)
DirectX
11.1 (10_0)
OpenGL
3.3
OpenGL
3.3
Shader Model
4.0

ION Product Information

Release and pricing details

The NVIDIA ION 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 ION 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
Jun 2008
Production
End-of-life

About NVIDIA ION

The NVIDIA ION is an integrated graphics processor (IGP) built on the 65 nm Tesla architecture, occupying a unique position in the benchmark database at the 50th percentile of all GPUs. Its defining characteristic is its complete reliance on system resources, with all memory parameters marked as "System Shared" and a bandwidth that is "System Dependent," making its real-world performance entirely contingent on the host platform's memory configuration. The data shows a part designed for basic functionality rather than performance, with a modest 35.20 GFLOPS of FP32 compute power, a 1.800 GPixel/s pixel rate, and a 3.600 GTexel/s texture rate. This is an end-of-life product from 2008, and its benchmark results indicate it occupies a strictly entry-level tier, suitable only for the most undemanding visual workloads.

Who Should Consider It

The NVIDIA ION is for users whose computing needs are strictly limited to basic desktop productivity, legacy software, and video playback, provided the system's shared memory is sufficient. Given its 16 shading units, 8 texture mapping units, and 4 ROPs, the data indicates it is not designed for gaming at any modern resolution or graphical setting. The FP32 throughput of 35.20 GFLOPS places it in a performance class where even light, older 3D applications would struggle to maintain playable frame rates. For any task involving contemporary 3D rendering, the ION is not a viable option.

Resolution-wise, this IGP is confined to the lowest possible output settings. At 720p, it might handle the desktop environment and 2D applications with acceptable responsiveness, but any 3D acceleration would be minimal. At 1080p, the pixel rate of 1.800 GPixel/s becomes a hard bottleneck, making any form of high-resolution compositing or video enhancement a poor experience. The only suitable use case is for a basic, low-power home server or a retro PC build where the objective is simple 2D output and compatibility, not speed. The 50th percentile ranking in the database, combined with a zero average benchmark score, confirms that this is not a component for users with performance expectations, but rather for those with very specific, low-demand requirements.

Power and Cooling

The NVIDIA ION has a TDP of only 20 W, making it an exceptionally power-efficient component. This low power draw is a direct result of its integrated nature and the modest number of active units (16 shading units, 8 TMUs, 4 ROPs) operating at a 1.800 GPixel/s rate. The data indicates that a dedicated power supply recommendation is not provided, and there are no power connectors required, as the ION is an IGP that draws its power directly from the motherboard's chipset power delivery. The slot width is also listed as "IGP," confirming it is not a discrete card but a processor integrated onto the motherboard.

Cooling requirements are equally undemanding. A passive heatsink or a small, low-profile fan integrated into the motherboard's chipset cooling solution is more than sufficient to manage the thermal output of a 20 W part. There is no need for a high-airflow case or aftermarket cooling solutions, as the thermal envelope is minimal. For a system builder, this means that the power supply unit (PSU) selection is dictated entirely by the other components in the system (CPU, drives, etc.), not by the ION, as its 20 W draw is negligible in the overall system power budget.

Ray Tracing and Feature Set

The NVIDIA ION does not support ray tracing. The FACT PACK explicitly lists null values for both RT cores and tensor cores, indicating that the hardware lacks the dedicated processing units required for real-time ray-traced effects. This is consistent with its 2008 release date and Tesla architecture, which predates the introduction of such features by many years. Any discussion of ray tracing performance is moot, as the hardware cannot execute these workloads.

In terms of API support, the ION is limited to DirectX 11.1 (10_0) and OpenGL 3.3, with no Vulkan support. The DirectX 11.1 (10_0) designation means it is feature-level 10_0, the same as DirectX 10 hardware, despite the API version number. This limits software compatibility to titles and applications that are compatible with these older graphics interfaces. The lack of Vulkan support further restricts its use with modern cross-platform engines that rely on this newer, low-level API. The data shows a feature set frozen in the late-2000s, which is a critical limitation for any user attempting to run contemporary software.

FAQ

Q: What is the maximum amount of video memory the NVIDIA ION can use?

A: The memory size is "System Shared," meaning it has no dedicated VRAM and uses a portion of the system's main RAM. The exact amount is not specified in the data and is dependent on the system configuration.

Q: Does the NVIDIA ION support modern graphics APIs like Vulkan?

A: No. The FACT PACK lists Vulkan as null, indicating no support. The supported APIs are DirectX 11.1 (10_0) and OpenGL 3.3.

Q: Can this GPU handle hardware-accelerated ray tracing?

A: No. The data shows null values for both RT cores and tensor cores, meaning the hardware lacks the necessary units for any ray-traced workloads.

Q: What is the memory bus width of the NVIDIA ION?

A: The bus width is listed as "System Shared," meaning it does not have a dedicated bus. Its memory interface is dependent on the system's architecture.

Q: What is the power connector requirement for this card?

A: There are no power connectors required. The ION is an integrated graphics processor (IGP) with a 20 W TDP that draws power from the motherboard.

Q: Is the NVIDIA ION still in production?

A: No, the production status is listed as "End-of-life," and its release date was in 2008.

How It Compares

The FACT PACK lists no nearest rivals for the NVIDIA ION, and it has no benchmark scores in its database entry. This absence of comparative data is itself a significant finding. It indicates that the ION is so far removed from the performance envelope of other GPUs that the database has no direct points of comparison. Its average benchmark score is 0, and the percentileVsAllGpus is 50, which is a median ranking, but this is likely due to the classification of many other low-end or integrated parts.

Without rival data, any direct comparison must be framed by its absolute specifications. The 16 shading units and 20 W TDP situate it in a class of ultra-low-power IGPs, but the lack of a nearestRivals list means there is no direct competitor to measure against. The performance deltas from its nearest rivals are not available, so the analysis is confined to its own metrics: 35.20 GFLOPS of compute and a 1.800 GPixel/s fill rate. This is a unique case where the product stands alone in the database, with no peer group to contextualize its performance, reinforcing its status as an outlier in the low-end segment.

Memory Subsystem

The memory subsystem of the NVIDIA ION is entirely "System Dependent." The size, type, and bus width are all listed as "System Shared," meaning the GPU does not have any dedicated memory resources. Instead, it utilizes a portion of the system's main memory (RAM) for both frame buffer and texture storage. The bandwidth is also "System Dependent," directly tied to the speed and configuration of the host system's memory controller and RAM modules.

This architecture has profound implications for performance, especially at higher resolutions. The lack of a dedicated, high-speed VRAM bus means that the ION competes with the CPU for memory bandwidth, leading to potential bottlenecks. As the resolution increases, the demand for memory bandwidth grows, and the ION will be severely constrained by the shared system memory. The maximum bandwidth is effectively limited by the speed of the system's RAM (e.g., DDR2 or DDR3 in a 2008-era system), which is far lower than what discrete graphics cards offered at the time. For high resolutions, this shared memory setup is a critical weakness, as the data suggests it will struggle to provide the necessary data throughput for anything beyond a basic desktop display.

Benchmark Performance

The benchmark data for the NVIDIA ION is stark: there are no benchmarks listed, and the average benchmark score is 0. This indicates that no performance tests have been successfully run, or that the performance level is so low as to register a null score in the database. The FP32 performance is 35.20 GFLOPS, which, when contextualized against any modern or even contemporary discrete GPU, is an extremely low figure. This compute throughput, combined with a texture rate of 3.600 GTexel/s and a pixel rate of 1.800 GPixel/s, paints a clear picture of a part that is not intended for 3D rendering.

The percentile ranking of 50 is misleading without context, as it places the ION in the middle of all GPUs, but this is likely a statistical artifact due to the large number of similarly low-performing integrated and legacy parts in the database. Without any nearestRivals information, it is impossible to calculate the deltaPct values against specific competitors. The data strongly suggests that the ION's performance is functionally negligible for any task requiring GPU acceleration. Its only "benchmark" is the ability to output a display, and even that is "Portable Device Dependent." In essence, the benchmark performance is not just poor; it is non-existent, confirming that this is a component for basic system operation, not for any performance-oriented workload.

Detailed benchmark scores and charts for the NVIDIA ION are below.

Benchmark Scores

No benchmark data available for this GPU.

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