GEFORCE

NVIDIA Xbox GPU

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 Kelvin
nm
Process 150 nm
Released Nov 2001

NVIDIA Xbox GPU Specifications

GPU Core

Shader units and compute resources

The NVIDIA Xbox GPU 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
8
ROPs
4

Xbox GPU Clock Speeds

GPU and memory frequencies

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

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

NVIDIA's Xbox GPU Memory

VRAM capacity and bandwidth

VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The Xbox GPU'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

Xbox GPU Theoretical Performance

Compute and fill rates

Theoretical performance metrics provide a baseline for comparing the NVIDIA Xbox GPU 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
932.0 MPixel/s
Texture Rate
1.864 GTexel/s

Kelvin Architecture & Process

Manufacturing and design details

The NVIDIA Xbox GPU 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 Xbox GPU will perform in GPU benchmarks compared to previous generations.

Architecture
Kelvin
GPU Name
NV2A
Process Node
150 nm
Foundry
TSMC
Transistors
57 million
Die Size
142 mm²
Density
401.4K / mm²

Power & Thermal

TDP and power requirements

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

Xbox GPU by NVIDIA Physical & Connectivity

Dimensions and outputs

Physical dimensions of the NVIDIA Xbox GPU 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.

Length
320 mm 12.6 inches
Height
100 mm 3.9 inches
Display Outputs
No outputs
Display Outputs
No outputs

NVIDIA API Support

Graphics and compute APIs

API support determines which games and applications can fully utilize the NVIDIA Xbox GPU. 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
8.1
DirectX
8.1
OpenGL
1.4
OpenGL
1.4

Xbox GPU Product Information

Release and pricing details

The NVIDIA Xbox GPU 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 Xbox GPU 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
Nov 2001
Launch Price
299 USD
Production
End-of-life

About NVIDIA Xbox GPU

The NVIDIA Xbox GPU, built around the NV2A chip on TSMC's 150 nm process, is a console-grade part designed for Microsoft's original Xbox. Released on November 14, 2001 with a launch MSRP of 299 USD, it integrates 57 million transistors across a 142 mm² die, yielding a density of 401.4K transistors per square millimeter. The GPU is equipped with 8 texture mapping units and 4 render output units, producing a pixel rate of 932.0 MPixel/s and a texture rate of 1.864 GTexel/s. Memory consists of 64 MB of DDR on a 128-bit bus, with a memory clock of 200 MHz and an effective data rate of 400 Mbps, delivering 6.400 GB/s of bandwidth. The unit is end-of-life and lists no display outputs, reflecting its dedicated role inside the Xbox console.

Benchmark Performance

Benchmark results for the NVIDIA Xbox GPU are notably sparse. The database records an average benchmark score of 0, indicating that no performance samples have been submitted for this entry. Its percentile rank against all GPUs stands at 50, a median position, yet this percentile is likely derived from the specification baseline rather than measured workloads. Without a score, the raw hardware parameters become the primary performance indicators. The 8 TMUs and 4 ROPs define the rasterization pipeline: the texture rate of 1.864 GTexel/s is exactly twice the pixel rate of 932.0 MPixel/s, a ratio that suggests a balanced fill-rate configuration for its era. The 64 MB memory capacity, combined with a 128-bit bus and 6.400 GB/s bandwidth, sets a hard ceiling on scene complexity and texture streaming. The 200 MHz memory clock and 400 Mbps effective rate indicate the DDR standard in use, with the effective rate being double the clock frequency—a typical characteristic of DDR memory. The 150 nm process and 57 million transistor count place this chip in the early console era, where shading units were not yet a standardized metric. The data lists no shading units, no FP32 or FP16 values, and no base or boost clock, meaning sustained clock behavior cannot be assessed. The pixel rate of 932.0 MPixel/s translates to a certain fill capability, but without rival scores, absolute performance positioning remains speculative. The percentile of 50 is the only relative metric available, suggesting this GPU sits at the midpoint of the database's historical entries. The zero score, however, means that any ranking is provisional until benchmark data is provided. The transistor density of 401.4K per square millimeter reflects the 150 nm process efficiency, while the die size of 142 mm² is a compact footprint for the time. The 8 TMUs allow for multi-texturing operations, while the 4 ROPs handle final pixel output. The 6.400 GB/s bandwidth is a critical constraint for high-resolution textures, and the 64 MB memory is shared between system and graphics, a common design in consoles. The absence of a bus interface in the data suggests a proprietary connection to the console motherboard. The memory clock of 200 MHz is fixed, and the effective rate of 400 Mbps is the actual data transfer speed. The pixel rate of 932.0 MPixel/s and texture rate of 1.864 GTexel/s are the only throughput metrics available, and they indicate a fill-rate balance that favors texturing over pixel output. The 4 ROPs limit the pixel throughput, which is adequate for the display resolutions of its time. The 8 TMUs provide a texture rate that is double the pixel rate, a configuration that allows for detailed texture mapping without bottlenecking the pixel pipeline. The lack of a base or boost clock means the operating frequency is not documented, but the memory clock of 200 MHz is a fixed parameter. The 57 million transistors are distributed across the 142 mm² die, yielding a density that is a product of the 150 nm process. The 50th percentile rank, despite the zero score, indicates a median position in the database, but that position is likely based on the presence of the entry rather than measured performance. The zero score is a placeholder, not a reflection of hardware failure, and it underscores the absence of any submitted benchmark runs.

Ray Tracing and Feature Set

The FACT PACK lists no ray tracing cores and no tensor cores for the NVIDIA Xbox GPU. This is consistent with its 2001 release, predating hardware-accelerated ray tracing and AI-based tensor operations. The architecture is Kelvin, a design that relies on fixed-function units. API support is limited to DirectX 8.1 and OpenGL 1.4; Vulkan is not listed. The absence of display outputs means the GPU does not drive a monitor directly; it is embedded within the Xbox console. The feature set is therefore defined by its rasterization capabilities and the DirectX 8.1 feature level, which includes programmable pixel shaders of that generation. Without RT cores, any ray-traced effects would be impossible in hardware. Without tensor cores, no machine learning acceleration is available. The 8 TMUs and 4 ROPs handle texturing and pixel output, respectively. The 64 MB memory is shared between system and graphics, a common console design at the time. The lack of a bus interface in the data suggests a proprietary connection. The 150 nm process and 57 million transistors indicate a monolithic die. The absence of Vulkan support means modern API features are unavailable. The OpenGL 1.4 support is also a legacy specification. The data shows a purely fixed-function plus early programmable pipeline, with no modern compute capabilities. The DirectX 8.1 API is a historical marker, indicating the generation of shader models supported. The lack of tensor cores eliminates any possibility of DLSS or similar AI-driven upscaling. The lack of RT cores eliminates hardware-accelerated shadows and reflections. The feature set is strictly limited to the rasterization and texturing capabilities of the early 2000s. The 8 TMUs and 4 ROPs are the only execution units specified, and they operate within the constraints of the 6.400 GB/s memory bandwidth. The 64 MB memory capacity is a fixed resource, and the 128-bit bus width determines how quickly that memory can be accessed. The 200 MHz memory clock and 400 Mbps effective rate are the timing parameters for that access. The lack of shading units in the data means the pixel shader pipeline is not quantified, but the DirectX 8.1 support implies a programmable shader model is present. The Kelvin architecture is the underlying design, and it is a predecessor to later NVIDIA architectures. The absence of any tensor or RT functionality is definitive, as the data explicitly lists null values for these cores.

Who Should Consider It

Given the benchmark score of 0 and the 50th percentile, the NVIDIA Xbox GPU is not a candidate for modern gaming. It is an end-of-life console part, released on November 14, 2001. Its launch MSRP of 299 USD was for the original Xbox console bundle. The hardware specifications—64 MB of memory, a 128-bit bus, and 6.400 GB/s of bandwidth—were designed for the gaming resolutions of that era. The pixel rate of 932.0 MPixel/s and texture rate of 1.864 GTexel/s suggest it could handle the display resolutions typical of the early 2000s. For collectors or historians, this GPU represents a milestone in console hardware, being NVIDIA's entry into the console market. For emulation or research purposes, the specification sheet provides a clear picture of early 2000s console performance. The lack of display outputs means it cannot be used in a standalone PC build. The absence of RT and tensor cores eliminates any modern workloads. The DirectX 8.1 and OpenGL 1.4 APIs limit software compatibility to legacy titles. The 150 nm process and 57 million transistors are of historical interest. The 142 mm² die size and 401.4K transistor density per square millimeter are metrics for process technology comparisons. The 200 MHz memory clock and 400 Mbps effective rate are fixed parameters. The 8 TMUs and 4 ROPs are the core execution units. This GPU is for those studying console architecture or preserving gaming history, not for active use. The 50th percentile rank, despite the zero score, indicates a median position in the database, but that position is likely based on the presence of the entry rather than measured performance. The dimensions of 320 mm in length, 100 mm in height, and 260 mm in width describe the physical board, which is integral to the console's chassis. The 64 MB memory capacity was substantial for its time, allowing for larger textures than previous generation consoles. The 6.400 GB/s bandwidth was sufficient for the fill rates specified. The 4 ROPs limited the pixel throughput to 932.0 MPixel/s, which is adequate for standard-definition output. The 8 TMUs provided a texture rate of 1.864 GTexel/s, enabling detailed texture mapping. The lack of a base or boost clock means the operating frequency is not documented, but the memory clock of 200 MHz is fixed. The transistor density of 401.4K per square millimeter is a measure of the 150 nm process's maturity. The 57 million transistors are a count of the integrated circuit's complexity. The 142 mm² die size is the physical area of the silicon. The 128-bit bus width is a key determinant of memory performance, and the 6.400 GB/s bandwidth is the product of the bus width and the effective memory clock. The 64 MB memory is a fixed capacity, and the DDR type is specified. The absence of a bus interface means the connection to the system is not a standard PCIe or AGP interface, but rather a proprietary console connection.

FAQ

Q: What is the core chip used in the NVIDIA Xbox GPU?

A: The NVIDIA Xbox GPU is built around the NV2A chip, which uses the Kelvin architecture.

Q: How much memory does the NVIDIA Xbox GPU have?

A: It features 64 MB of DDR memory on a 128-bit bus, providing 6.400 GB/s of bandwidth.

Q: Does the NVIDIA Xbox GPU support ray tracing?

A: No. The FACT PACK lists no ray tracing cores and no tensor cores for this GPU.

Q: What is the production status of this GPU?

A: The production status is listed as end-of-life.

Q: When was the NVIDIA Xbox GPU released?

A: It was released on November 14, 2001, with a launch MSRP of 299 USD.

Q: What display outputs does it have?

A: The data lists "No outputs" for display outputs, meaning it does not directly connect to a monitor.

Q: What APIs are supported?

A: It supports DirectX 8.1 and OpenGL 1.4, with no Vulkan support.

How It Compares

The nearestRivals field in the FACT PACK is empty, meaning the database currently holds no direct rival entries for the NVIDIA Xbox GPU. Consequently, percentage deltas against competing products cannot be computed. The only relative metric available is the percentile rank of 50, which places this GPU at the midpoint of all GPUs tracked in the database. However, the average benchmark score of 0 indicates that no measured performance has been recorded, so this percentile is not based on workload data. In the absence of rival scores, the specification sheet must stand alone. The 8 TMUs, 4 ROPs, and 6.400 GB/s bandwidth define its capability, but without a comparison baseline, its standing relative to contemporaries like other early 2000s console GPUs remains undocumented in this database. The 50th percentile is a provisional placeholder until rival entries and benchmark samples are added. The zero score further complicates any comparative analysis, as there is no numerical basis for ranking. The specifications—64 MB memory, 128-bit bus, and 150 nm process—are the only data points available for positioning. The 932.0 MPixel/s pixel rate and 1.864 GTexel/s texture rate are absolute figures that could be compared if rival data existed, but none is provided. The lack of a bus interface and display outputs sets this GPU apart from typical PC graphics cards, reinforcing its console-specific nature. Until rival entries are populated, the NVIDIA Xbox GPU's performance relative to its peers cannot be quantified, leaving the 50th percentile as the sole indicator of its database standing.

Detailed benchmark scores and charts for the NVIDIA Xbox GPU 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