GeForce 600 - Biblioteka.sk

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GeForce 600
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GeForce 600 series
GeForce GTX 690 released in 2012, the series' flagship unit
Release dateMarch 22, 2012; 12 years ago (March 22, 2012)
CodenameGK10x
Architecture
ModelsGeForce series
  • GeForce GT series
  • GeForce GTX series
Transistors292M 40 nm (GF119)
  • 585M 40 nm (GF108)
  • 1.170B 40 nm (GF116)
  • 1.950B 40 nm (GF114)
  • 1.270B 28 nm (GK107)
  • 1.020B 28 nm (GK208)
  • 2.540B 28 nm (GK106)
  • 3.540B 28 nm (GK104)
Cards
Entry-level
  • GT 605
  • GT 610
  • GT 620
  • GT 630
  • GT 640
Mid-range
  • GTX 650
  • GTX 650 Ti
  • GTX 650 Ti Boost
  • GTX 660
High-end
  • GTX 660 Ti
  • GTX 670
  • GTX 680
Enthusiast
  • GTX 690
API support
DirectXDirect3D 11.0 (feature level 11_0)[2] Shader Model 6.5
OpenCLOpenCL 3.0[a]
OpenGLOpenGL 4.6
VulkanVulkan 1.2[1]
SPIR-V
History
PredecessorGeForce 500 series
Successor
Support status
Fermi cards unsupported
Security updates for Kepler until September 2024

The GeForce 600 series is a series of graphics processing units developed by Nvidia, first released in 2012. It served as the introduction of the Kepler architecture. It is succeeded by the GeForce 700 series.

Overview

Where the goal of the previous architecture, Fermi, was to increase raw performance (particularly for compute and tessellation), Nvidia's goal with the Kepler architecture was to increase performance per watt, while still striving for overall performance increases.[3] The primary way Nvidia achieved this goal was through the use of a unified clock. By abandoning the shader clock found in their previous GPU designs, efficiency is increased, even though it requires more cores to achieve similar levels of performance. This is not only because the cores are more power efficient (two Kepler cores using about 90% of the power of one Fermi core, according to Nvidia's numbers), but also because the reduction in clock speed delivers a 50% reduction in power consumption in that area.[4]

Kepler also introduced a new form of texture handling known as bindless textures. Previously, textures needed to be bound by the CPU to a particular slot in a fixed-size table before the GPU could reference them. This led to two limitations: one was that because the table was fixed in size, there could only be as many textures in use at one time as could fit in this table (128). The second was that the CPU was doing unnecessary work: it had to load each texture, and also bind each texture loaded in memory to a slot in the binding table.[3] With bindless textures, both limitations are removed. The GPU can access any texture loaded into memory, increasing the number of available textures and removing the performance penalty of binding.

Finally, with Kepler, Nvidia was able to increase the memory clock to 6 GHz. To accomplish this, Nvidia needed to design an entirely new memory controller and bus. While still shy of the theoretical 7 GHz limitation of GDDR5, this is well above the 4 GHz speed of the memory controller for Fermi.[4]

Kepler is named after the German mathematician, astronomer, and astrologer Johannes Kepler.

Architecture

GTX 690 cooling shroud removed, with dual Kepler dies visible

The GeForce 600 series contains products from both the older Fermi and newer Kepler generations of Nvidia GPUs. Kepler based members of the 600 series add the following standard features to the GeForce family:

  • PCI Express 3.0 interface
  • DisplayPort 1.2
  • HDMI 1.4a 4K x 2K video output
  • Purevideo VP5 hardware video acceleration (up to 4K x 2K H.264 decode)
  • Hardware H.264 encoding acceleration block (NVENC)
  • Support for up to 4 independent 2D displays, or 3 stereoscopic/3D displays (NV Surround)
  • Next Generation Streaming Multiprocessor (SMX)
  • A New Instruction Scheduler
  • Bindless Textures
  • CUDA Compute Capability 3.0
  • GPU Boost
  • TXAA
  • Manufactured by TSMC on a 28 nm process

Streaming Multiprocessor Architecture (SMX)

The Kepler architecture employs a new Streaming Multiprocessor Architecture called SMX. The SMX are the key method for Kepler's power efficiency as the whole GPU uses a single "Core Clock" rather than the double-pump "Shader Clock".[4] The SMX usage of a single unified clock increases the GPU power efficiency due to the fact that two Kepler CUDA Cores consume 90% power of one Fermi CUDA Core. Consequently, the SMX needs additional processing units to execute a whole warp per cycle. Kepler also needed to increase raw GPU performance as to remain competitive. As a result, it doubled the CUDA Cores from 16 to 32 per CUDA array, 3 CUDA Cores Array to 6 CUDA Cores Array, 1 load/store and 1 SFU group to 2 load/store and 2 SFU group. The GPU processing resources are also double. From 2 warp schedulers to 4 warp schedulers, 4 dispatch unit became 8 and the register file doubled to 64K entries as to increase performance. With the doubling of GPU processing units and resources increasing the usage of die spaces, The capability of the PolyMorph Engine aren't double but enhanced, making it capable of spurring out a polygon in 2 cycles instead of 4.[5] With Kepler, Nvidia not only worked on power efficiency but also on area efficiency. Therefore, Nvidia opted to use eight dedicated FP64 CUDA cores in a SMX as to save die space, while still offering FP64 capabilities since all Kepler CUDA cores are not FP64 capable. With the improvement Nvidia made on Kepler, the results include an increase in GPU graphic performance while downplaying FP64 performance.

A new instruction scheduler

Additional die areas are acquired by replacing the complex hardware scheduler with a simple software scheduler. With software scheduling, warps scheduling was moved to Nvidia's compiler and as the GPU math pipeline now has a fixed latency, it now include the utilization of instruction-level parallelism and superscalar execution in addition to thread-level parallelism. As instructions are statically scheduled, scheduling inside a warp becomes redundant since the latency of the math pipeline is already known. This resulted an increase in die area space and power efficiency.[4][6][3]

GPU Boost

Nvidia GeForce GTX 690 die (GK104-355-A2)

GPU Boost is a new feature which is roughly analogous to turbo boosting of a CPU. The GPU is always guaranteed to run at a minimum clock speed, referred to as the "base clock". This clock speed is set to the level which will ensure that the GPU stays within TDP specifications, even at maximum loads.[3] When loads are lower, however, there is room for the clock speed to be increased without exceeding the TDP. In these scenarios, GPU Boost will gradually increase the clock speed in steps, until the GPU reaches a predefined power target (which is 170W by default).[4] By taking this approach, the GPU will ramp its clock up or down dynamically, so that it is providing the maximum amount of speed possible while remaining within TDP specifications.

The power target, as well as the size of the clock increase steps that the GPU will take, are both adjustable via third-party utilities and provide a means of overclocking Kepler-based cards.[3]

Microsoft DirectX support

Both Fermi and Kepler based cards support Direct3D 11, both also support Direct3D 12, though not all features provided by the API.[7][8]

TXAA

Exclusive to Kepler GPUs, TXAA is a new anti-aliasing method from Nvidia that is designed for direct implementation into game engines. TXAA is based on the MSAA technique and custom resolve filters. Its design addresses a key problem in games known as shimmering or temporal aliasing; TXAA resolves that by smoothing out the scene in motion, making sure that any in-game scene is being cleared of any aliasing and shimmering.[9]

NVENC

NVENC is Nvidia's SIP block that performs video encoding, in a way similar to Intel's Quick Sync Video and AMD's VCE. NVENC is a power-efficient fixed-function pipeline that is able to take codecs, decode, preprocess, and encode H.264-based content. NVENC specification input formats are limited to H.264 output. But still, NVENC, through its limited format, can perform encoding in resolutions up to 4096×4096.[10]

Like Intel's Quick Sync, NVENC is currently exposed through a proprietary API, though Nvidia does have plans to provide NVENC usage through CUDA.[10]

New driver features

Two Nvidia GeForce GTX 690 in a dual-SLI configuration

In the R300 drivers, released alongside the GTX 680, Nvidia introduced a new feature called Adaptive VSync. This feature is intended to combat the limitation of v-sync that, when the framerate drops below 60 FPS, there is stuttering as the v-sync rate is reduced to 30 FPS, then down to further factors of 60 if needed. However, when the framerate is below 60 FPS, there is no need for v-sync as the monitor will be able to display the frames as they are ready. To address this issue (while still maintaining the advantages of v-sync with respect to screen tearing), Adaptive VSync can be turned on in the driver control panel. It will enable VSync if the framerate is at or above 60 FPS, while disabling it if the framerate lowers. Nvidia claims that this will result in a smoother overall display.[3]

While the feature debuted alongside the GTX 680, this feature is available to users of older Nvidia cards who install the updated drivers.[3]

Dynamic Super Resolution (DSR) was added to Fermi and Kepler GPUs with an October 2014 release of Nvidia drivers. This feature aims at increasing the quality of displayed picture, by rendering the scenery at a higher and more detailed resolution (upscaling), and scaling it down to match the monitor's native resolution (downsampling).[11]

History

In September 2010, Nvidia first announced Kepler.[12]

In early 2012, details of the first members of the 600 series parts emerged. These initial members were entry-level laptop GPUs sourced from the older Fermi architecture.

On March 22, 2012, Nvidia unveiled the 600 series GPU: the GTX 680 for desktop PCs and the GeForce GT 640M, GT 650M, and GTX 660M for notebook/laptop PCs.[13][14]

On April 29, 2012, the GTX 690 was announced as the first dual-GPU Kepler product.[15]

On May 10, 2012, the GTX 670 was officially announced.[16]

On June 4, 2012, the GTX 680M was officially announced.[17]

On August 16, 2012, the GTX 660 Ti was officially announced.[18]

On September 13, 2012, the GTX 660 and GTX 650 were officially announced.[19]

On October 9, 2012, the GTX 650 Ti was officially announced.[20]

On March 26, 2013, the GTX 650 Ti BOOST was officially announced.[21]

Products

GeForce 600 (6xx) series

EVGA GeForce GTX 650 Ti
  • 1 SPs – Shader Processors – Unified Shaders : Texture mapping units : Render output units
  • 2 The GeForce 605 (OEM) card is a rebranded GeForce 510.
  • 3 The GeForce GT 610 card is a rebranded GeForce GT 520.
  • 4 The GeForce GT 620 (OEM) card is a rebranded GeForce GT 520.
  • 5 The GeForce GT 620 card is a rebranded GeForce GT 530.
  • 6 This revision of GeForce GT 630 (DDR3) card is a rebranded GeForce GT 440 (DDR3).
  • 7 The GeForce GT 630 (GDDR5) card is a rebranded GeForce GT 440 (GDDR5).
  • 8 The GeForce GT 640 (OEM) card is a rebranded GeForce GT 545 (DDR3).
  • 9 The GeForce GT 645 (OEM) card is a rebranded GeForce GTX 560 SE.

GeForce 600M (6xxM) series

The GeForce 600M series for notebooks architecture. The processing power is obtained by multiplying shader clock speed, the number of cores and how many instructions the cores are capable of performing per cycle.

Model Launch Code Name Fab (nm) Bus interface Core Configuration1 Clock Speed Fillrate Memory API Support (version) Processing Power2
(GFLOPS)
TDP (Watts) Notes
Core (MHz) Shader (MHz) Memory (MT/s) Pixel (GP/s) Texture (GT/s) Size (MiB) Bandwidth (GB/s) DRAM Type Bus Width (bit) DirectX OpenGL OpenCL Vulkan
GeForce 610M [22] Dec 2011 GF119 (N13M-GE) 40 PCIe 2.0 x16 48:8:4 450 900 1800 3.6 7.2 1024
2048
14.4 DDR3 64 12.0 (11_0) 4.6 1.1 142.08 12 OEM. Rebadged GT 520MX
GeForce GT 620M [23] Apr 2012 GF117 (N13M-GS) 28 96:16:4 625 1250 1800 2.5 10 14.4
28.8
64
128
240 15 OEM. Die-Shrink GF108
GeForce GT 625M October 2012 GF117 (N13M-GS) 14.4 64
GeForce GT 630M[23][24][25] Apr 2012 GF108 (N13P-GL)
GF117
40
28
660
800
1320
1600
1800
4000
2.6
3.2
10.7
12.8
28.8
32.0
DDR3
GDDR5
128
64
258.0
307.2
33 GF108: OEM. Rebadged GT 540M
GF117: OEM Die-Shrink GF108
GeForce GT 635M[23][26][27] Apr 2012 GF106 (N12E-GE2)
GF116
40 144:24:24 675 1350 1800 16.2 16.2 2048
1536
28.8
43.2
DDR3 128
192
289.2
388.8
35 GF106: OEM. Rebadged GT 555M
GF116: 144 Unified Shaders
GeForce GT 640M LE[23] March 22, 2012 GF108
GK107 (N13P-LP)
40
28
PCIe 2.0 x16
PCIe 3.0 x16
96:16:4
384:32:16
762
500
1524
500
3130
1800
3
8
12.2
16
1024
2048
50.2
28.8
GDDR5
DDR3
128 1.1
1.2
N/A
?
292.6
384
32
20
GF108: Fermi
GK107: Kepler architecture
GeForce GT 640M[23][28] March 22, 2012 GK107 (N13P-GS) 28 PCIe 3.0 x16 384:32:16 625 625 1800
4000
10 20 28.8
64.0
DDR3
GDDR5
1.2 1.1 480 32 Kepler architecture
GeForce GT 645M October 2012 GK107 (N13P-GS) 710 710 1800
4000
11.36 22.72 545
GeForce GT 650M[23][29][30] March 22, 2012 GK107 (N13P-GT) 835
745
900*
950
835
900*
1800
4000
5000*
15.2
13.4
14.4*
30.4
26.7
28.8*
1024
2048
*
28.8
64.0
80.0*
DDR3
GDDR5
GDDR5*
729.6
641.3
691.2*
45 Kepler architecture
GeForce GTX 660M[23][30][31][32] March 22, 2012 GK107 (N13E-GE) 835 950 5000 15.2 30.4 2048 80.0 GDDR5 729.6 50 Kepler architecture
GeForce GTX 670M[23] April 2012 GF114 (N13E-GS1-LP) 40 PCIe 2.0 x16 336:56:24 598 1196 3000 14.35 33.5 1536
3072
72.0 192 1.1 803.6 75 OEM. Rebadged GTX 570M
GeForce GTX 670MX October 2012 GK106 (N13E-GR) 28 PCIe 3.0 x16 960:80:24 600 600 2800 14.4 48.0 67.2 1.2 1.1 1152 Kepler architecture
GeForce GTX 675M[23] April 2012 GF114 (N13E-GS1) 40 PCIe 2.0 x16 384:64:32 620 1240 3000 19.8 39.7 2048 96.0 256 1.1 ? 952.3 100 OEM. Rebadged GTX 580M
GeForce GTX 675MX October 2012 GK106 (N13E-GSR) 28 PCIe 3.0 x16 960:80:32 600 600 3600 19.2 48.0 4096 115.2 1.2 1.1 1152 Kepler architecture
GeForce GTX 680M June 4, 2012 GK104 (N13E-GTX) 1344:112:32 720 720 3600 23 80.6 1935.4
GeForce GTX 680MX October 23, 2012 GK104 1536:128:32 5000 92.2 160 2234.3 100+
Model Launch Code Name Fab (nm) Bus interface Core Configuration1 Clock Speed Fillrate Memory API Support (version) Processing Power2
(GFLOPS)
TDP (Watts) Notes
Core (MHz) Shader (MHz) Zdroj:https://en.wikipedia.org?pojem=GeForce_600
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