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NVIDIA GK110

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GK110
GK110-300-A1
GK110-300-A1
GK110-400-A1
GK110-400-A1
GK110-885-KA-A1
GK110-885-KA-A1
Die Shot
Fritzchens Fritz
Die Shot
Block Diagram
Block Diagram
SMX Diagram
SMX Diagram
NVIDIA's GK110 GPU uses the Kepler architecture and is made using a 28 nm production process at TSMC. With a die size of 561 mm² and a transistor count of 7,080 million it is a very big chip. GK110 supports DirectX 12 (Feature Level 11_0). For GPU compute applications, OpenCL version 3.0 and CUDA 3.5 can be used. It features 2880 shading units, 240 texture mapping units and 48 ROPs.
Further reading: GK110 Compute Architecture Whitepaper

Graphics Processor

Released
Nov 12th, 2012
GPU Name
GK110
Codename
NVF0
Architecture
Kepler
Foundry
TSMC
Process Size
28 nm
Transistors
7,080 million
Density
12.6M / mm²
Die Size
561 mm²
Package
BGA-2152

Graphics Features

DirectX
12 (11_0)
OpenGL
4.6
OpenCL
3.0
Vulkan
1.2.175
CUDA
3.5
Shader Model
6.5 (5.1)
WDDM
3.0
NVENC
1st Gen
NVDEC
1st Gen
PureVideo HD
VP5
VDPAU
Feature Set D

Render Config

Shading Units
2880
TMUs
240
ROPs
48
SMX Count
15
DPUs
960
SFUs
480
GPCs
5
PPC
8 per Rasterizer
Tex L1 Cache
48 KB per SMX
L1 Cache
16 KB per SMX
L2 Cache
1536 KB
Max. TDP
250 W

All Kepler GPUs

NVIDIA GPU Architecture History

Graphics cards using the NVIDIA GK110 GPU

Name Chip Memory Shaders TMUs ROPs GPU Clock Memory Clock
GK110-885-KA-A1 5 GB 2496 208 40 706 MHz 1300 MHz
GK110-300-A1 3 GB 2304 192 48 863 MHz 1502 MHz
6 GB 2688 224 48 732 MHz 1300 MHz
GK110-400-A1 6 GB 2688 224 48 836 MHz 1502 MHz
5 GB 2496 208 40 706 MHz 1300 MHz
5 GB 2496 208 40 575 MHz 1300 MHz
6 GB 2688 224 48 732 MHz 1300 MHz
12 GB 2880 240 48 902 MHz 1502 MHz

GK110 GPU Notes

NVENC: 1st Gen
NVDEC: 1st Gen
PureVideo HD: VP5
VDPAU: Feature Set D

L1 Cache is configurable from 16 KB up to 48 KB per SMX

GK110 has 5 GPCs each capable of 8 pixels per clock. This limits complete GPU to 40 pixels per clock and because of that it can't feed all 48 ROPs when they all require data at the same time.
Additional ROPs however can be used for MSAA (because it doesn't require additional data from rasterizers, while giving more work to ROPs.)
May 13th, 2024 11:32 EDT change timezone

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