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NV1 vs STG-2000

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Key Differences

  • No game was measured on every one of these cards on one shared test system, so there is no speed comparison to make.
  • NV1 has the most memory: 1 MB, 2 MB, or 4 MB depending on board against 1 MB.
  • NV1 has the most memory bandwidth: About 0.4 to 0.48 GB/s against 0.4 GB/s.
  • NV1 draws the least power: About 2 W class against 2 W.
Spec NV1 STG-2000
Overview
Product name NVIDIA NV1 / SGS-Thomson STG2000 NVIDIA STG-2000
Architecture NV1, quadratic texture mapping multimedia accelerator NV1
Generation / family NV1 Series NV1 Series
GPU codename NV1 NV1
Launch date 1995-05-22 1995-09-30
Launch MSRP Diamond Edge 3D boards were listed around $259 to $315 depending on model Unknown
Market segment Consumer PCI multimedia accelerator, early 3D, audio, video, and controller support Desktop in NV1 Series
Board type / entry type Reference GPU Reference GPU
GPU
Process node SGS-Thomson 500 nm class ST 500 nm
Die size About 90 mm2 135 mm²
Transistor count About 1 million 1 million
GPU chip NV1 / STG2000 NV1
SM / multiprocessor count 0 0
CUDA Cores 0 0
ROPs 1 1
TMUs 1 1
Clocks
Base / Core clock 75 MHz graphics core class 75 MHz
Boost clock 75 MHz 75 MHz
Memory clock 50 to 60 MHz class 50 MHz
Memory
Memory size 1 MB, 2 MB, or 4 MB depending on board 1 MB
Memory type FPM DRAM, EDO DRAM, or VRAM depending on board FPM
Memory bus width 64-bit 64-bit
Memory bandwidth About 0.4 to 0.48 GB/s 0.4 GB/s
Bus / Interface
Bus interface PCI PCI
AGP / PCI / PCIe distinction PCI Legacy graphics interface. PCI Legacy graphics interface.
Power
TDP / TBP / board power About 2 W class 2 W
Recommended PSU 200 W 200 W
Power connectors None None
Slot width Single slot Single-slot, 168 mm length
Cooling type Passive or bare package on many boards Unknown
Display / Media
Display outputs 15-pin VGA on Diamond Edge 3D boards.
Some boards also exposed audio jacks and a proprietary game controller port.
1x VGA, 1x DB13W3
Features
DirectX support Direct3D compatibility was limited because NV1 targeted quadratic primitives rather than the triangle based Direct3D direction DirectX 1.0
OpenGL support Not a normal OpenGL accelerator Unknown
Vulkan support Not supported Unknown
CUDA support Not applicable Unknown
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.