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STG-2000 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 128 has the most memory: 4 MB on standard RIVA 128 boards against 1 MB.
  • Riva 128 has the most memory bandwidth: 1.6 GB/s against 0.4 GB/s.
  • STG-2000 draws the least power: 2 W against About 4 W class.
Spec STG-2000 Riva 128
Overview
Product name NVIDIA STG-2000 NVIDIA RIVA 128
Architecture NV1 NV3 / RIVA fixed function 2D, video, and 3D accelerator
Generation / family NV1 Series RIVA Series
GPU codename NV1 NV3
Launch date 1995-09-30 1997-08-25
Launch MSRP Unknown Board pricing varied by partner
Market segment Desktop in NV1 Series Consumer desktop 2D/3D graphics accelerator
Board type / entry type Reference GPU Reference GPU
GPU
Process node ST 500 nm SGS-Thomson 350 nm class
Die size 135 mm² About 90 mm2
Transistor count 1 million About 3.5 to 4 million, depending on source wording
GPU chip NV1 NV3
SM / multiprocessor count 0 0
CUDA Cores 0 0
ROPs 1 1
TMUs 1 1
Clocks
Base / Core clock 75 MHz 100 MHz
Boost clock 75 MHz 100 MHz
Memory clock 50 MHz 100 MHz
Memory
Memory size 1 MB 4 MB on standard RIVA 128 boards
Memory type FPM SGRAM
Memory bus width 64-bit 128-bit
Memory bandwidth 0.4 GB/s 1.6 GB/s
Bus / Interface
Bus interface PCI AGP 1x or PCI
AGP / PCI / PCIe distinction PCI Legacy graphics interface. AGP Legacy graphics interface.
Power
TDP / TBP / board power 2 W About 4 W class
Recommended PSU 200 W 200 W
Power connectors None None
Slot width Single-slot, 168 mm length Single slot
Cooling type Unknown Passive heatsink on most boards
Display / Media
Display outputs 1x VGA, 1x DB13W3 15-pin VGA on typical boards.
Some partner cards added video input or video output.
Features
DirectX support DirectX 1.0 Direct3D 5.0 class
OpenGL support Unknown 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.