GPU Wiki

Riva 128ZX vs Riva TNT

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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 8 MB or 16 MB depending on board.
  • Riva TNT has the most memory bandwidth: About 1.76 GB/s against 1.6 GB/s.
Spec Riva 128ZX Riva TNT
Overview
Product name NVIDIA Riva 128ZX NVIDIA RIVA TNT
Architecture NV3 / RIVA NV4 / RIVA TNT fixed function 2D, video, and 3D accelerator
Generation / family RIVA Series RIVA TNT Series
GPU codename NV3 NV4
Launch date 1998-02-23 1998-03-23
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 TSMC 350 nm class
Die size 71 mm² About 128 mm2
Transistor count 4 million About 7 million
GPU chip NV3 NV4
SM / multiprocessor count 0 0
CUDA Cores 0 0
ROPs 1 2
TMUs 1 2
Clocks
Base / Core clock 100 MHz 90 MHz
Boost clock 100 MHz 90 MHz
Memory clock 100 MHz 110 MHz class
Memory
Memory size 8 MB 8 MB or 16 MB depending on board
Memory type SDR SDRAM or SGRAM depending on board
Memory bus width 128-bit 128-bit
Memory bandwidth 1.6 GB/s About 1.76 GB/s
Bus / Interface
Bus interface AGP 2x AGP 2x or PCI depending on board
AGP / PCI / PCIe distinction AGP Legacy graphics interface. AGP Legacy graphics interface.
Power
TDP / TBP / board power Unknown Not consistently specified in public board data
Recommended PSU 200 W 200 W
Power connectors None None
Slot width Single-slot Single slot
Cooling type Unknown Passive heatsink was common, but heat can be a concern
Display / Media
Display outputs 1x VGA 15-pin VGA on typical boards.
Some partner cards included TV-out.
Features
DirectX support DirectX 5.0 Direct3D 6.0 class
OpenGL support OpenGL 1.0 OpenGL 1.2 class
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.