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Riva 128ZX vs Riva 128

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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.
  • Riva 128ZX has the most memory: 8 MB against 4 MB on standard RIVA 128 boards.
Spec Riva 128ZX Riva 128
Overview
Product name NVIDIA Riva 128ZX NVIDIA RIVA 128
Architecture NV3 / RIVA NV3 / RIVA fixed function 2D, video, and 3D accelerator
Generation / family RIVA Series RIVA Series
GPU codename NV3 NV3
Launch date 1998-02-23 1997-08-25
Launch MSRP Unknown Board pricing varied by partner
Market segment Desktop in RIVA Series Consumer desktop 2D/3D graphics accelerator
Board type / entry type Reference GPU Reference GPU
GPU
Process node ST 350 nm SGS-Thomson 350 nm class
Die size 71 mm² About 90 mm2
Transistor count 4 million About 3.5 to 4 million, depending on source wording
GPU chip NV3 NV3
SM / multiprocessor count 0 0
CUDA Cores 0 0
ROPs 1 1
TMUs 1 1
Clocks
Base / Core clock 100 MHz 100 MHz
Boost clock 100 MHz 100 MHz
Memory clock 100 MHz 100 MHz
Memory
Memory size 8 MB 4 MB on standard RIVA 128 boards
Memory type SDR SGRAM
Memory bus width 128-bit 128-bit
Memory bandwidth 1.6 GB/s 1.6 GB/s
Bus / Interface
Bus interface AGP 2x AGP 1x or PCI
AGP / PCI / PCIe distinction AGP Legacy graphics interface. AGP Legacy graphics interface.
Power
TDP / TBP / board power Unknown About 4 W class
Recommended PSU 200 W 200 W
Power connectors None None
Slot width Single-slot Single slot
Cooling type Unknown Passive heatsink on most boards
Display / Media
Display outputs 1x VGA 15-pin VGA on typical boards.
Some partner cards added video input or video output.
Features
DirectX support DirectX 5.0 Direct3D 5.0 class
OpenGL support OpenGL 1.0 OpenGL 1.0 class, with period driver limitations
Vulkan support Unknown Not supported
CUDA support Unknown Not applicable
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.