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Riva TNT vs Riva 128ZX

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