List of GPUs: Difference between revisions

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{{Main|NV1}}
{{Main|NV1}}


The first GPU (or as it was dubbed by Nvidia at the time, "Multimedia Accelerator") designed by Nvidia and manufactured by SGS-Thomson Microelectronics (now STMicroelectronics), designed starting in 1993 and ending with its release in 1995. Its name is a contraction of "GX Next Version" (GXNV), as the GPU was designed by the same person, Curtis Priem, who designed the Sun GX for graphics workstations; Huang mandated the rename to NV1 for legal reasons. Unlike all later released Nvidia graphics cards, it does not render using triangles as the fundamental basis of graphical rendering but instead by using quad patching to implement quadratic texture mapped (QTM)'d curves. This has advantages for certain applications, such as computer-aided design and smooth curved surfaces, but is much more cumbersome for programming and game engine development, which was the intended market. There are also many other unique features, as Nvidia's strategy at this time was to attempt to monopolise all of the I/O on the graphical hardware. Ultimately it failed, due to its high cost, poor VGA functionality, and poor Direct3D (which was based on graphical hardware), and was discontinued in Q1 of 1996, not long after its launch.
The first GPU (or as it was dubbed by Nvidia at the time, "Multimedia Accelerator") designed by Nvidia and manufactured by SGS-Thomson Microelectronics (now STMicroelectronics), designed starting in 1993 and ending with its release in 1995. Its name is a contraction of "GX Next Version" (GXNV), as the GPU was designed by the same person, Curtis Priem, who designed the Sun GX for graphics workstations; Huang mandated the rename to NV1 for legal reasons. Unlike all later released Nvidia graphics cards, it does not render using triangles as the fundamental basis of graphical rendering but instead by using quad patching to implement quadratic texture mapped (QTM)'d curves. This has advantages for certain applications, such as computer-aided design and smooth curved surfaces, but is much more cumbersome for programming and game engine development, which was the intended market. There are also many other unique features, as Nvidia's strategy at this time was to attempt to monopolise all of the I/O on the graphical hardware. Ultimately it failed, due to its high cost, poor VGA functionality, and poor Direct3D (which was based on graphical hardware), and was discontinued in Q1 of 1996, not long after its launch. Apparently, at least 250,000 chips were sold, but most of them were returned without ever being put into cards due to poor sales; the poor sales also appear to have led to the cancellation of a 350 nm die shrink<ref>https://websrv.cecs.uci.edu/~papers/mpr/MPR/ARTICLES/090904.pdf (Microprocessor Report, July 10, 1995)</ref>.


====Features:====
====Features:====
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* Notification functionality via DMA into driver memory for GPU to driver communication
* Notification functionality via DMA into driver memory for GPU to driver communication
* 1 to 4 MB of video memory, which can either be DRAM or VRAM
* 1 to 4 MB of video memory, which can either be DRAM or VRAM
* External RAMDAC (`NVDAC`), manufactured and, for some DACs, designed by SGS-Thomson, for CRT control and image generation from the data sent to the GPU


This particular model of graphics card has many unique features that are not shared by any other model of Nvidia graphics card.  
This particular model of graphics card has many unique features that are not shared by any other model of Nvidia graphics card.  
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* EEPROM for storage of chip ID
* EEPROM for storage of chip ID
* [[NV1/DRM|Unused hardware-implemented encryption and digital rights management functionality]]
* [[NV1/DRM|Unused hardware-implemented encryption and digital rights management functionality]]
* VESA Local Bus support, as well as PCI (seemingly only PCI versions were released as VLB was relatively short-lived)
=== NV2 ===
{{Main|NV2}}
The NV2 was a GPU designed under contract from Sega for the "V08", the first version of the project that became the Sega Dreamcast, starting in May 1995, around the time of the announcement of the NV1.
=== NV3 (Quadratic Texture Mapped version) ===
{{Main|NV3 (QTM)}}
Before [[David Kirk]] was hired at Nvidia, Nvidia were planning to launch a QTM-based "NV3" (entirely separate to the product launched as the Riva 128), a 100% functional superset of NV1 for PCs. It was announced around March 1996<ref>https://websrv.cecs.uci.edu/~papers/mpr/MPR/ARTICLES/100304.pdf (Microprocessor Report, March 5, 1996)</ref> for volume production in October of 1996, and was apparently going to be used in a home theater system by Lexicon, as the audio chip, provide an integrated RAMDAC and be generally much faster. It was most likely cancelled extremely quickly owing to Nvidia's new direction


==Fixed function, no T&L (RIVA)==
==Fixed function, no T&L (RIVA)==

Revision as of 16:49, 16 April 2025

This is a list of all models of Nvidia GPUs. Although the focus of this wiki is on older models (approximately those released between 1995 and 2000), all GPUs manufactured by Nvidia are provided here for the purposes of reference. GPUs are sorted by architectural revision, not branding, since Nvidia (especially in the 2000s) sometimes made dozens of mdoels for a particular "series" and the list would be full of hundreds of almost identical SKUs.

Quadratic texture mappers

NV0

Not actually a GPU, but a series of VxD drivers under Windows 3.x to emulate the NV1 environment before it was ready.

Features:

  • Unknown

NV1

The first GPU (or as it was dubbed by Nvidia at the time, "Multimedia Accelerator") designed by Nvidia and manufactured by SGS-Thomson Microelectronics (now STMicroelectronics), designed starting in 1993 and ending with its release in 1995. Its name is a contraction of "GX Next Version" (GXNV), as the GPU was designed by the same person, Curtis Priem, who designed the Sun GX for graphics workstations; Huang mandated the rename to NV1 for legal reasons. Unlike all later released Nvidia graphics cards, it does not render using triangles as the fundamental basis of graphical rendering but instead by using quad patching to implement quadratic texture mapped (QTM)'d curves. This has advantages for certain applications, such as computer-aided design and smooth curved surfaces, but is much more cumbersome for programming and game engine development, which was the intended market. There are also many other unique features, as Nvidia's strategy at this time was to attempt to monopolise all of the I/O on the graphical hardware. Ultimately it failed, due to its high cost, poor VGA functionality, and poor Direct3D (which was based on graphical hardware), and was discontinued in Q1 of 1996, not long after its launch. Apparently, at least 250,000 chips were sold, but most of them were returned without ever being put into cards due to poor sales; the poor sales also appear to have led to the cancellation of a 350 nm die shrink[1].

Features:

  • 2D acceleration supporting BitBlit (both src/dst and pattern), clipping rectangles, points, lines, lins (lines without their starting and ending pixels) and image upload (from various sources) with a maximum resolution of 1600x1200 and a maximum colour depth of 32-bit
  • Hardware accelerated alpha-testing (chroma key), plane mask and clipping rectangle with double buffering and page flipping support
  • 3D quadratic texture mapping (QTM) for perfect curved surface rendering with bilinear filtering support
  • 3D Quadrilateral and Triangle rendering (however much slower than QTMs and not the primary focus)
  • Two-cache Gray-code indexed FIFO (one with a size of one; another with 32 total entries) for graphical command ("object" submission)
  • Hash table for further object caching
  • Pseudo-C++ object system for total lunacy in design
  • Notification functionality via DMA into driver memory for GPU to driver communication
  • 1 to 4 MB of video memory, which can either be DRAM or VRAM
  • External RAMDAC (`NVDAC`), manufactured and, for some DACs, designed by SGS-Thomson, for CRT control and image generation from the data sent to the GPU

This particular model of graphics card has many unique features that are not shared by any other model of Nvidia graphics card.

  • Non-Sound Blaster compatible sound card with MIDI playback on-die (in some models)
  • Sega Saturn game port support (in the external DAC)
  • Partial VGA compatibility, largely emulated in software
  • EEPROM for storage of chip ID
  • Unused hardware-implemented encryption and digital rights management functionality
  • VESA Local Bus support, as well as PCI (seemingly only PCI versions were released as VLB was relatively short-lived)

NV2

The NV2 was a GPU designed under contract from Sega for the "V08", the first version of the project that became the Sega Dreamcast, starting in May 1995, around the time of the announcement of the NV1.

NV3 (Quadratic Texture Mapped version)

Before David Kirk was hired at Nvidia, Nvidia were planning to launch a QTM-based "NV3" (entirely separate to the product launched as the Riva 128), a 100% functional superset of NV1 for PCs. It was announced around March 1996[2] for volume production in October of 1996, and was apparently going to be used in a home theater system by Lexicon, as the audio chip, provide an integrated RAMDAC and be generally much faster. It was most likely cancelled extremely quickly owing to Nvidia's new direction

Fixed function, no T&L (RIVA)

Celsius architecture: Fixed function, T&L

Kelvin architecture: Programmable shaders

Rankine architecture

Curie architecture

Tesla architecture: GPGPU, unified shaders and CUDA

Tesla 2.0 architecture (GT2xx)

Fermi architecture

Kepler architecture

Maxwell architecture

Pascal architecture

Volta architecture

Turing architecture: Raytracing and ML

Ampere architecture

Lovelace / Hopper architecture

Blackwell (GB1xx)

Blackwell 2.0 (GB2xx)

Rubin architecture (still in development)

This is Nvidia's 2026 architecture for GPUs