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Spec GeForce 256
Overview
Product name NVIDIA GeForce 256
Architecture Celsius / NV10 fixed-function DirectX 7 GPU with hardware transform and lighting
Generation / family GeForce 256
GPU codename NV10
Launch date 1999-08-31
Launch MSRP About $249 to $299 for early 32 MB boards, depending on partner and memory type
Market segment High-end desktop gaming and enthusiast 3D graphics
Board type / entry type Reference GPU
GPU
Process node TSMC 220 nm
Die size About 139 mm2
Transistor count About 17 million in GPU database sources; some launch-era coverage quoted nearly 23 million for the broader GeForce 256 chip description
GPU chip NV10
SM / multiprocessor count 0
CUDA Cores 0
Clocks
Base / Core clock 120 MHz
Boost clock Not applicable
Memory clock 166 MHz SDR on SDR boards; 150 MHz DDR clock, 300 MT/s effective, on DDR boards
Memory
Memory size 32 MB typical; some later board-partner variants used 64 MB
Memory type SDR SDRAM or SGRAM on early cards; DDR SDRAM or DDR SGRAM on later DDR cards
Memory bus width 128-bit
Memory bandwidth 2.656 GB/s on SDR boards; 4.8 GB/s on DDR boards
Bus / Interface
Bus interface AGP 2x / AGP 4x depending on board and platform
AGP / PCI / PCIe distinction AGP Legacy graphics interface.
Power
TDP / TBP / board power About 12 to 13 W class, depending on SDR or DDR board design
Power connectors None
Slot width Single slot
Cooling type Small active fan cooler on many boards; some partner designs vary
Display / Media
Display outputs 15-pin VGA on typical boards.
Some board-partner designs exposed or provisioned DVI, S-Video or TV-out.
Features
DirectX support DirectX 7.0 with hardware transform and lighting
OpenGL support OpenGL 1.2 class in period drivers
Vulkan support Not supported
CUDA support Not applicable. This predates CUDA.
Muted cells indicate unavailable, not applicable, or not directly comparable specifications.

Frame rates compare runs of the same game at the same quality preset on one test system. DLAA counts as native resolution, because it applies anti-aliasing at full render resolution rather than upscaling; DLSS and FSR upscaling are never counted as native. Where a capture named ray tracing without a readable on or off value, it is read as on.