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<span id="openzim-page-title" class="mw-page-title-main"><span class="mw-page-title-main">Graphics processing unit</span></span>
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</style><div role="note" class="hatnote navigation-not-searchable">"GPU" redirects here. For other uses, see <a href="GPU_(disambiguation)" class="mw-disambig" title="GPU (disambiguation)">GPU (disambiguation)</a>.</div>
<div role="note" class="hatnote navigation-not-searchable">For an expansion card that contains a graphics processing unit, see <a href="Graphics_card" title="Graphics card">Graphics card</a>.</div>
<p>A <b>graphics processing unit</b> (<b>GPU</b>) is a specialized <a href="Electronic_circuit" title="Electronic circuit">electronic circuit</a> designed for <a href="Digital_image_processing" title="Digital image processing">digital image processing</a> and to accelerate <a href="Computer_graphics" title="Computer graphics">computer graphics</a>, being present either as a component on a discrete <a href="Graphics_card" title="Graphics card">graphics card</a> or embedded on <a href="Motherboard" title="Motherboard">motherboards</a>, <a href="Mobile_phone" title="Mobile phone">mobile phones</a>, <a href="Personal_computer" title="Personal computer">personal computers</a>, <a href="Workstation" title="Workstation">workstations</a>, and <a href="Game_console" class="mw-redirect" title="Game console">game consoles</a>. GPUs were later found to be useful for non-graphic calculations involving <a href="Embarrassingly_parallel" title="Embarrassingly parallel">embarrassingly parallel</a> problems due to their <a href="Parallel_computing" title="Parallel computing">parallel structure</a>. The ability of GPUs to rapidly perform vast numbers of calculations has led to their adoption in diverse fields including <a href="Artificial_intelligence" title="Artificial intelligence">artificial intelligence</a> (AI) where they excel at handling data-intensive and computationally demanding tasks. Other non-graphical uses include the training of <a href="Artificial_neural_network" class="mw-redirect" title="Artificial neural network">neural networks</a> and <a href="GPU_mining" title="GPU mining">cryptocurrency mining</a>.
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<div class="mw-heading mw-heading2"><h2 id="History">History</h2></div>
<div role="note" class="hatnote navigation-not-searchable">See also: <a href="Video_display_controller" title="Video display controller">Video display controller</a>, <a href="List_of_home_computers_by_video_hardware" title="List of home computers by video hardware">List of home computers by video hardware</a>, and <a href="Sprite_(computer_graphics)" title="Sprite (computer graphics)">Sprite (computer graphics)</a></div>
<div class="mw-heading mw-heading3"><h3 id="1970s">1970s</h3></div>
<p><a href="Arcade_system_board" class="mw-redirect" title="Arcade system board">Arcade system boards</a> have used specialized graphics circuits since the 1970s. In early video game hardware, <a href="Random-access_memory" title="Random-access memory">RAM</a> for frame buffers was expensive, so video chips composited data together as the display was being scanned out on the monitor.<sup id="cite_ref-1" class="reference"><a href="#cite_note-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup>
</p><p>A specialized <a href="Barrel_shifter" title="Barrel shifter">barrel shifter</a> circuit helped the CPU animate the <a href="Framebuffer" title="Framebuffer">framebuffer</a> graphics for various 1970s <a href="Arcade_video_game" title="Arcade video game">arcade video games</a> from <a href="Midway_Games" title="Midway Games">Midway</a> and <a href="Taito" title="Taito">Taito</a>, such as <i><a href="Gun_Fight" title="Gun Fight">Gun Fight</a></i> (1975), <i><a href="Sea_Wolf_(video_game)" title="Sea Wolf (video game)">Sea Wolf</a></i> (1976), and <i><a href="Space_Invaders" title="Space Invaders">Space Invaders</a></i> (1978).<sup id="cite_ref-2" class="reference"><a href="#cite_note-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup> The <a href="Namco_Galaxian" class="mw-redirect" title="Namco Galaxian">Namco Galaxian</a> arcade system in 1979 used specialized <a href="Graphics_hardware" title="Graphics hardware">graphics hardware</a> that supported <a href="RGB_color_model" title="RGB color model">RGB color</a>, multi-colored sprites, and <a href="Tile_engine" class="mw-redirect" title="Tile engine">tilemap</a> backgrounds.<sup id="cite_ref-3" class="reference"><a href="#cite_note-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup> The Galaxian hardware was widely used during the <a href="Golden_age_of_arcade_video_games" title="Golden age of arcade video games">golden age of arcade video games</a>, by game companies such as <a href="Namco" title="Namco">Namco</a>, <a href="Centuri" title="Centuri">Centuri</a>, <a href="Gremlin_Industries" title="Gremlin Industries">Gremlin</a>, <a href="Irem" title="Irem">Irem</a>, <a href="Konami" title="Konami">Konami</a>, Midway, <a href="Nichibutsu" class="mw-redirect" title="Nichibutsu">Nichibutsu</a>, <a href="Sega" title="Sega">Sega</a>, and Taito.<sup id="cite_ref-4" class="reference"><a href="#cite_note-4"><span class="cite-bracket">[</span>4<span class="cite-bracket">]</span></a></sup>
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<p>The <a href="Atari_2600" title="Atari 2600">Atari 2600</a> in 1977 used a video shifter called the <a href="Television_Interface_Adaptor" title="Television Interface Adaptor">Television Interface Adaptor</a>.<sup id="cite_ref-5" class="reference"><a href="#cite_note-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup> <a href="Atari_8-bit_computers" title="Atari 8-bit computers">Atari 8-bit computers</a> (1979) had <a href="ANTIC" title="ANTIC">ANTIC</a>, a video processor which interpreted instructions describing a "<a href="Display_list" title="Display list">display list</a>"—the way the scan lines map to specific <a href="Bitmapped" class="mw-redirect" title="Bitmapped">bitmapped</a> or character modes and where the memory is stored (so there did not need to be a contiguous frame buffer).<sup id="cite_ref-6" class="reference"><a href="#cite_note-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup> <a href="6502" class="mw-redirect" title="6502">6502</a> <a href="Machine_code" title="Machine code">machine code</a> <a href="Subroutine" class="mw-redirect" title="Subroutine">subroutines</a> could be triggered on <a href="Scan_line" title="Scan line">scan lines</a> by setting a bit on a display list instruction.<sup id="cite_ref-7" class="reference"><a href="#cite_note-7"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup> ANTIC also supported smooth <a href="Vertical_scrolling" class="mw-redirect" title="Vertical scrolling">vertical</a> and <a href="Horizontal_scrolling" class="mw-redirect" title="Horizontal scrolling">horizontal scrolling</a> independent of the CPU.<sup id="cite_ref-8" class="reference"><a href="#cite_note-8"><span class="cite-bracket">[</span>8<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading3"><h3 id="1980s">1980s</h3></div>
<p>The <a href="NEC_%CE%BCPD7220" title="NEC μPD7220">NEC μPD7220</a> was the first implementation of a <a href="Personal_computer" title="Personal computer">personal computer</a> graphics display processor as a single <a href="Large-scale_integration" class="mw-redirect" title="Large-scale integration">large-scale integration</a> (LSI) <a href="Integrated_circuit" title="Integrated circuit">integrated circuit</a> chip. This enabled the design of low-cost, high-performance video graphics cards such as those from <a href="Number_Nine_Visual_Technology" title="Number Nine Visual Technology">Number Nine Visual Technology</a>. It became the best-known GPU until the mid-1980s.<sup id="cite_ref-9" class="reference"><a href="#cite_note-9"><span class="cite-bracket">[</span>9<span class="cite-bracket">]</span></a></sup> It was the first fully integrated <a href="VLSI" class="mw-redirect" title="VLSI">VLSI</a> (very large-scale integration) <a href="Metal%E2%80%93oxide%E2%80%93semiconductor" class="mw-redirect" title="Metal–oxide–semiconductor">metal–oxide–semiconductor</a> (<a href="NMOS_logic" title="NMOS logic">NMOS</a>) graphics display processor for PCs, supported up to <a href="XGA" class="mw-redirect" title="XGA">1024×1024 resolution</a>, and laid the foundations for the PC graphics market. It was used in a number of graphics cards and was licensed for clones such as the Intel 82720, the first of <a href="List_of_Intel_graphics_processing_units" title="List of Intel graphics processing units">Intel's graphics processing units</a>.<sup id="cite_ref-10" class="reference"><a href="#cite_note-10"><span class="cite-bracket">[</span>10<span class="cite-bracket">]</span></a></sup> The Williams Electronics arcade games <i><a href="Robotron_2084" class="mw-redirect" title="Robotron 2084">Robotron 2084</a></i>, <i><a href="Joust_(video_game)" title="Joust (video game)">Joust</a></i>, <i><a href="Sinistar" title="Sinistar">Sinistar</a></i>, and <i><a href="Bubbles_(video_game)" title="Bubbles (video game)">Bubbles</a></i>, all released in 1982, contain custom <a href="Blitter" title="Blitter">blitter</a> chips for operating on 16-color bitmaps.<sup id="cite_ref-11" class="reference"><a href="#cite_note-11"><span class="cite-bracket">[</span>11<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-12" class="reference"><a href="#cite_note-12"><span class="cite-bracket">[</span>12<span class="cite-bracket">]</span></a></sup>
</p><p>In 1984, <a href="Hitachi" title="Hitachi">Hitachi</a> released the ARTC HD63484, the first major <a href="CMOS" title="CMOS">CMOS</a> graphics processor for personal computers. The ARTC could display up to <a href="4K_resolution" title="4K resolution">4K resolution</a> when in <a href="Monochrome" title="Monochrome">monochrome</a> mode. It was used in a number of graphics cards and terminals during the late 1980s.<sup id="cite_ref-13" class="reference"><a href="#cite_note-13"><span class="cite-bracket">[</span>13<span class="cite-bracket">]</span></a></sup> In 1985, the <a href="Amiga" title="Amiga">Amiga</a> was released with a custom graphics chip including a <a href="Blitter" title="Blitter">blitter</a> for bitmap manipulation, line drawing, and area fill. It also included a <a href="Coprocessor" title="Coprocessor">coprocessor</a> with its own simple instruction set, that was capable of manipulating graphics hardware registers in sync with the video beam (e.g. for per-scanline palette switches, sprite multiplexing, and hardware windowing), or driving the blitter. In 1986, <a href="Texas_Instruments" title="Texas Instruments">Texas Instruments</a> released the <a href="TMS34010" title="TMS34010">TMS34010</a>, the first fully programmable graphics processor.<sup id="cite_ref-14" class="reference"><a href="#cite_note-14"><span class="cite-bracket">[</span>14<span class="cite-bracket">]</span></a></sup> It could run general-purpose code but also had a graphics-oriented instruction set. During 1990–1992, this chip became the basis of the <a href="Texas_Instruments_Graphics_Architecture" title="Texas Instruments Graphics Architecture">Texas Instruments Graphics Architecture</a> ("TIGA") <a href="Windows_accelerator" title="Windows accelerator">Windows accelerator</a> cards.
</p>
<p>In 1987, the <a href="IBM_8514" title="IBM 8514">IBM 8514</a> graphics system was released. It was one of the first video cards for <a href="IBM_PC_compatible" title="IBM PC compatible">IBM PC compatibles</a> that implemented <a href="Fixed-function" class="mw-redirect" title="Fixed-function">fixed-function</a> 2D primitives in <a href="Electronic_hardware" title="Electronic hardware">electronic hardware</a>. <a href="Sharp_Corporation" title="Sharp Corporation">Sharp</a>'s <a href="X68000" title="X68000">X68000</a>, released in 1987, used a custom graphics chipset<sup id="cite_ref-15" class="reference"><a href="#cite_note-15"><span class="cite-bracket">[</span>15<span class="cite-bracket">]</span></a></sup> with a 65,536 color palette and hardware support for sprites, scrolling, and multiple playfields.<sup id="cite_ref-16" class="reference"><a href="#cite_note-16"><span class="cite-bracket">[</span>16<span class="cite-bracket">]</span></a></sup> It served as a development machine for <a href="Capcom" title="Capcom">Capcom</a>'s <a href="CP_System" title="CP System">CP System</a> arcade board. Fujitsu's <a href="FM_Towns" title="FM Towns">FM Towns</a> computer, released in 1989, had support for a 16,777,216 color palette.<sup id="cite_ref-17" class="reference"><a href="#cite_note-17"><span class="cite-bracket">[</span>17<span class="cite-bracket">]</span></a></sup> In 1988, the first dedicated <a href="3D_computer_graphics" title="3D computer graphics">polygonal 3D</a> graphics boards were introduced in arcades with the <a href="Namco_System_21" title="Namco System 21">Namco System 21</a><sup id="cite_ref-18" class="reference"><a href="#cite_note-18"><span class="cite-bracket">[</span>18<span class="cite-bracket">]</span></a></sup> and <a href="Taito" title="Taito">Taito</a> Air System.<sup id="cite_ref-19" class="reference"><a href="#cite_note-19"><span class="cite-bracket">[</span>19<span class="cite-bracket">]</span></a></sup>
</p>
<p><a href="IBM" title="IBM">IBM</a> introduced its <a href="Proprietary_software" title="Proprietary software">proprietary</a> <a href="Video_Graphics_Array" title="Video Graphics Array">Video Graphics Array</a> (VGA) display standard in 1987, with a maximum resolution of 640×480 pixels. In November 1988, <a href="NEC" title="NEC">NEC Home Electronics</a> announced its creation of the <a href="Video_Electronics_Standards_Association" title="Video Electronics Standards Association">Video Electronics Standards Association</a> (VESA) to develop and promote a <a href="Super_video_graphics_array" class="mw-redirect" title="Super video graphics array">Super VGA</a> (SVGA) <a href="Computer_display_standard" class="mw-redirect" title="Computer display standard">computer display standard</a> as a successor to VGA. Super VGA enabled <a href="Graphics_display_resolution" class="mw-redirect" title="Graphics display resolution">graphics display resolutions</a> up to 800×600 <a href="Pixel" title="Pixel">pixels</a>, a 56% increase.<sup id="cite_ref-InfoWorld_1988-11-14_20-0" class="reference"><a href="#cite_note-InfoWorld_1988-11-14-20"><span class="cite-bracket">[</span>20<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading3"><h3 id="1990s">1990s </h3></div>
<p>In 1991, <a href="S3_Graphics" title="S3 Graphics">S3 Graphics</a> introduced the <i><a href="S3_Graphics" title="S3 Graphics">S3 86C911</a></i>, which its designers named after the <a href="Porsche_911" title="Porsche 911">Porsche 911</a> as an indication of the performance increase it promised.<sup id="cite_ref-21" class="reference"><a href="#cite_note-21"><span class="cite-bracket">[</span>21<span class="cite-bracket">]</span></a></sup> The 86C911 spawned a variety of imitators: by 1995, all major PC graphics chip makers had added <a href="2D_computer_graphics" title="2D computer graphics">2D</a> acceleration support to their chips.<sup id="cite_ref-22" class="reference"><a href="#cite_note-22"><span class="cite-bracket">[</span>22<span class="cite-bracket">]</span></a></sup> Fixed-function <i>Windows accelerators</i> surpassed expensive general-purpose graphics coprocessors in Windows performance, and such coprocessors faded from the PC market.
</p><p>In the early- and mid-1990s, <a href="Real-time_computer_graphics" title="Real-time computer graphics">real-time</a> 3D graphics became increasingly common in arcade, computer, and console games, which led to increasing public demand for hardware-accelerated 3D graphics. Early examples of mass-market 3D graphics hardware can be found in arcade system boards such as the <a href="Sega_Model_1" class="mw-redirect" title="Sega Model 1">Sega Model 1</a>, <a href="Namco_System_22" title="Namco System 22">Namco System 22</a>, and <a href="Sega_Model_2" class="mw-redirect" title="Sega Model 2">Sega Model 2</a>, and the <a href="History_of_video_game_consoles_(fifth_generation)" class="mw-redirect" title="History of video game consoles (fifth generation)">fifth-generation video game consoles</a> such as the <a href="Sega_Saturn" title="Sega Saturn">Saturn</a>, <a href="PlayStation_(console)" title="PlayStation (console)">PlayStation</a>, and <a href="Nintendo_64" title="Nintendo 64">Nintendo 64</a>. Arcade systems such as the Sega Model 2 and <a href="Silicon_Graphics" title="Silicon Graphics">SGI</a> <a href="SGI_Onyx" title="SGI Onyx">Onyx</a>-based Namco Magic Edge Hornet Simulator in 1993 were capable of hardware T&L (<a href="Transform%2C_clipping%2C_and_lighting" title="Transform, clipping, and lighting">transform, clipping, and lighting</a>) years before appearing in consumer graphics cards.<sup id="cite_ref-23" class="reference"><a href="#cite_note-23"><span class="cite-bracket">[</span>23<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-24" class="reference"><a href="#cite_note-24"><span class="cite-bracket">[</span>24<span class="cite-bracket">]</span></a></sup> Another early example is the <a href="Super_FX" title="Super FX">Super FX</a> chip, a <a href="Reduced_instruction_set_computer" title="Reduced instruction set computer">RISC</a>-based <a href="ROM_cartridge#Use_in_hardware_enhancements" title="ROM cartridge">on-cartridge graphics chip</a> used in some <a href="Super_Nintendo_Entertainment_System" title="Super Nintendo Entertainment System">SNES</a> games, notably <i><a href="List_of_Doom_ports#Super_NES" title="List of Doom ports">Doom</a></i> and <i><a href="Star_Fox_(1993_video_game)" title="Star Fox (1993 video game)">Star Fox</a></i>. Some systems used <a href="Digital_signal_processor" title="Digital signal processor">DSPs</a> to accelerate transformations. <a href="Fujitsu" title="Fujitsu">Fujitsu</a>, which worked on the Sega Model 2 arcade system,<sup id="cite_ref-25" class="reference"><a href="#cite_note-25"><span class="cite-bracket">[</span>25<span class="cite-bracket">]</span></a></sup> began working on integrating T&L into a single <a href="Integrated_circuit" title="Integrated circuit">LSI</a> solution for use in home computers in 1995;<sup id="cite_ref-26" class="reference"><a href="#cite_note-26"><span class="cite-bracket">[</span>26<span class="cite-bracket">]</span></a></sup> the Fujitsu Pinolite, the first 3D geometry processor for personal computers, released in 1997.<sup id="cite_ref-27" class="reference"><a href="#cite_note-27"><span class="cite-bracket">[</span>27<span class="cite-bracket">]</span></a></sup> The first hardware T&L GPU on <a href="Home_console" class="mw-redirect" title="Home console">home</a> <a href="Video_game_console" title="Video game console">video game consoles</a> was the <a href="Nintendo_64" title="Nintendo 64">Nintendo 64</a>'s <a href="Reality_Coprocessor" class="mw-redirect" title="Reality Coprocessor">Reality Coprocessor</a>, released in 1996.<sup id="cite_ref-28" class="reference"><a href="#cite_note-28"><span class="cite-bracket">[</span>28<span class="cite-bracket">]</span></a></sup> In 1997, <a href="Mitsubishi" title="Mitsubishi">Mitsubishi</a> released the <a href="AMD_FirePro" title="AMD FirePro">3Dpro/2MP</a>, a GPU capable of transformation and lighting, for <a href="Workstation" title="Workstation">workstations</a> and <a href="Windows_NT" title="Windows NT">Windows NT</a> desktops;<sup id="cite_ref-29" class="reference"><a href="#cite_note-29"><span class="cite-bracket">[</span>29<span class="cite-bracket">]</span></a></sup> <a href="ATi" class="mw-redirect" title="ATi">ATi</a> used it for its <a href="FireGL" class="mw-redirect" title="FireGL">FireGL 4000</a> <a href="Graphics_card" title="Graphics card">graphics card</a>, released in 1997.<sup id="cite_ref-30" class="reference"><a href="#cite_note-30"><span class="cite-bracket">[</span>30<span class="cite-bracket">]</span></a></sup>
</p><p>The term "GPU" was coined by <a href="Sony" title="Sony">Sony</a> in reference to the 32-bit <a href="PlayStation_technical_specifications" title="PlayStation technical specifications">Sony GPU</a> (designed by <a href="Toshiba" title="Toshiba">Toshiba</a>) in the <a href="PlayStation_(console)" title="PlayStation (console)">PlayStation</a> video game console, released in 1994.<sup id="cite_ref-gpu_31-0" class="reference"><a href="#cite_note-gpu-31"><span class="cite-bracket">[</span>31<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading3"><h3 id="2000s">2000s</h3></div>
<p>In October 2002, with the introduction of the <a href="ATI_Technologies" title="ATI Technologies">ATI</a> <i><a href="Radeon_9700_core" class="mw-redirect" title="Radeon 9700 core">Radeon 9700</a></i> (also known as R300), the world's first <a href="Direct3D" title="Direct3D">Direct3D</a> 9.0 accelerator, pixel and vertex shaders could implement <a href="Loop_(computing)" class="mw-redirect" title="Loop (computing)">looping</a> and lengthy <a href="Floating_point" class="mw-redirect" title="Floating point">floating point</a> math, and were quickly becoming as flexible as CPUs, yet orders of magnitude faster for image-array operations. Pixel shading is often used for <a href="Bump_mapping" title="Bump mapping">bump mapping</a>, which adds texture to make an object look shiny, dull, rough, or even round or extruded.<sup id="cite_ref-32" class="reference"><a href="#cite_note-32"><span class="cite-bracket">[</span>32<span class="cite-bracket">]</span></a></sup>
</p><p>With the introduction of the Nvidia <a href="GeForce_8_series" title="GeForce 8 series">GeForce 8 series</a> and new generic stream processing units, GPUs became more generalized computing devices. <a href="Parallel_computing" title="Parallel computing">Parallel</a> GPUs are making computational inroads against the CPU, and a subfield of research, dubbed GPU computing or <a href="GPGPU" class="mw-redirect mw-disambig" title="GPGPU">GPGPU</a> for <i>general purpose computing on GPU</i>, has found applications in fields as diverse as <a href="Machine_learning" title="Machine learning">machine learning</a>,<sup id="cite_ref-33" class="reference"><a href="#cite_note-33"><span class="cite-bracket">[</span>33<span class="cite-bracket">]</span></a></sup> <a href="Oil_exploration" class="mw-redirect" title="Oil exploration">oil exploration</a>, scientific <a href="Image_processing" class="mw-redirect" title="Image processing">image processing</a>, <a href="Linear_algebra" title="Linear algebra">linear algebra</a>,<sup id="cite_ref-34" class="reference"><a href="#cite_note-34"><span class="cite-bracket">[</span>34<span class="cite-bracket">]</span></a></sup> <a href="Statistics" title="Statistics">statistics</a>,<sup id="cite_ref-35" class="reference"><a href="#cite_note-35"><span class="cite-bracket">[</span>35<span class="cite-bracket">]</span></a></sup> <a href="3D_reconstruction" title="3D reconstruction">3D reconstruction</a>, and <a href="Stock_options" class="mw-redirect" title="Stock options">stock options</a> pricing. <a href="GPGPU" class="mw-redirect mw-disambig" title="GPGPU">GPGPU</a> was the precursor to what is now called a compute shader (e.g. CUDA, OpenCL, DirectCompute) and actually abused the hardware to a degree by treating the data passed to algorithms as texture maps and executing algorithms by drawing a triangle or quad with an appropriate pixel shader. This entails some overheads since units like the <a href="Rasterization" class="mw-redirect" title="Rasterization">scan converter</a> are involved where they are not needed (nor are triangle manipulations even a concern—except to invoke the pixel shader).
</p><p>Nvidia's <a href="CUDA" title="CUDA">CUDA</a> platform, first introduced in 2007,<sup id="cite_ref-36" class="reference"><a href="#cite_note-36"><span class="cite-bracket">[</span>36<span class="cite-bracket">]</span></a></sup> was the earliest widely adopted programming model for GPU computing. <a href="OpenCL" title="OpenCL">OpenCL</a> is an open standard defined by the <a href="Khronos_Group" title="Khronos Group">Khronos Group</a> that allows for the development of code for both GPUs and CPUs with an emphasis on portability.<sup id="cite_ref-37" class="reference"><a href="#cite_note-37"><span class="cite-bracket">[</span>37<span class="cite-bracket">]</span></a></sup> OpenCL solutions are supported by Intel, AMD, Nvidia, and ARM, and according to a report in 2011 by Evans Data, OpenCL had become the second most popular HPC tool.<sup id="cite_ref-38" class="reference"><a href="#cite_note-38"><span class="cite-bracket">[</span>38<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading3"><h3 id="2010s">2010s</h3></div>
<p>In 2010, Nvidia partnered with <a href="Audi" title="Audi">Audi</a> to power their cars' dashboards, using the <a href="Tegra" title="Tegra">Tegra</a> GPU to provide increased functionality to cars' navigation and entertainment systems.<sup id="cite_ref-39" class="reference"><a href="#cite_note-39"><span class="cite-bracket">[</span>39<span class="cite-bracket">]</span></a></sup> Advances in GPU technology in cars helped advance <a href="Autonomous_car" class="mw-redirect" title="Autonomous car">self-driving technology</a>.<sup id="cite_ref-40" class="reference"><a href="#cite_note-40"><span class="cite-bracket">[</span>40<span class="cite-bracket">]</span></a></sup> AMD's <a href="Radeon_HD_6000_series" title="Radeon HD 6000 series">Radeon HD 6000 series</a> cards were released in 2010, and in 2011 AMD released its 6000M Series discrete GPUs for mobile devices.<sup id="cite_ref-41" class="reference"><a href="#cite_note-41"><span class="cite-bracket">[</span>41<span class="cite-bracket">]</span></a></sup> The Kepler line of graphics cards by Nvidia were released in 2012 and were used in the Nvidia's 600 and 700 series cards. A feature in this GPU microarchitecture included GPU boost, a technology that adjusts the clock-speed of a video card to increase or decrease it according to its power draw.<sup id="cite_ref-42" class="reference"><a href="#cite_note-42"><span class="cite-bracket">[</span>42<span class="cite-bracket">]</span></a></sup> The <a href="Kepler_(microarchitecture)" title="Kepler (microarchitecture)">Kepler microarchitecture</a> was manufactured.
</p><p>The <a href="PlayStation_4_technical_specifications" title="PlayStation 4 technical specifications">PS4</a> and <a href="Xbox_One" title="Xbox One">Xbox One</a> were released in 2013; they both use GPUs based on <a href="Radeon_HD_7000_series" title="Radeon HD 7000 series">AMD's Radeon HD 7850 and 7790</a>.<sup id="cite_ref-43" class="reference"><a href="#cite_note-43"><span class="cite-bracket">[</span>43<span class="cite-bracket">]</span></a></sup> Nvidia's Kepler line of GPUs was followed by the <a href="Maxwell_(microarchitecture)" title="Maxwell (microarchitecture)">Maxwell</a> line, manufactured on the same process. Nvidia's 28 nm chips were manufactured by <a href="TSMC" title="TSMC">TSMC</a> in Taiwan using the 28 nm process. Compared to the 40 nm technology from the past, this manufacturing process allowed a 20 percent boost in performance while drawing less power.<sup id="cite_ref-44" class="reference"><a href="#cite_note-44"><span class="cite-bracket">[</span>44<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-45" class="reference"><a href="#cite_note-45"><span class="cite-bracket">[</span>45<span class="cite-bracket">]</span></a></sup> <a href="Virtual_reality_headset" title="Virtual reality headset">Virtual reality headsets</a> have high system requirements; manufacturers recommended the GTX 970 and the R9 290X or better at the time of their release.<sup id="cite_ref-46" class="reference"><a href="#cite_note-46"><span class="cite-bracket">[</span>46<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-47" class="reference"><a href="#cite_note-47"><span class="cite-bracket">[</span>47<span class="cite-bracket">]</span></a></sup> Cards based on the <a href="Pascal_(microarchitecture)" title="Pascal (microarchitecture)">Pascal</a> microarchitecture were released in 2016. The <a href="GeForce_10_series" title="GeForce 10 series">GeForce 10 series</a> of cards are of this generation of graphics cards. They are made using the 16 nm manufacturing process which improves upon previous microarchitectures.<sup id="cite_ref-48" class="reference"><a href="#cite_note-48"><span class="cite-bracket">[</span>48<span class="cite-bracket">]</span></a></sup>
</p><p>In 2018, Nvidia launched the RTX 20 series GPUs that added ray-tracing cores to GPUs, improving their performance on lighting effects.<sup id="cite_ref-49" class="reference"><a href="#cite_note-49"><span class="cite-bracket">[</span>49<span class="cite-bracket">]</span></a></sup> <a href="Polaris_11" class="mw-redirect" title="Polaris 11">Polaris 11</a> and <a href="Polaris_10" class="mw-redirect" title="Polaris 10">Polaris 10</a> GPUs from AMD are fabricated by a 14 nm process. Their release resulted in a substantial increase in the performance per watt of AMD video cards.<sup id="cite_ref-50" class="reference"><a href="#cite_note-50"><span class="cite-bracket">[</span>50<span class="cite-bracket">]</span></a></sup> AMD also released the Vega GPU series for the high end market as a competitor to Nvidia's high end Pascal cards, also featuring HBM2 like the Titan V.
</p><p>In 2019, AMD released the successor to their <a href="Graphics_Core_Next" title="Graphics Core Next">Graphics Core Next</a> (GCN) microarchitecture/instruction set. Dubbed RDNA, the first product featuring it was the <a href="Radeon_RX_5000_series" title="Radeon RX 5000 series">Radeon RX 5000 series</a> of video cards.<sup id="cite_ref-amd-official-press-release-computex_51-0" class="reference"><a href="#cite_note-amd-official-press-release-computex-51"><span class="cite-bracket">[</span>51<span class="cite-bracket">]</span></a></sup> The company announced that the successor to the RDNA microarchitecture would be incremental (a "refresh"). AMD unveiled the <a href="Radeon_RX_6000_series" title="Radeon RX 6000 series">Radeon RX 6000 series</a>, its RDNA 2 graphics cards with support for hardware-accelerated ray tracing.<sup id="cite_ref-52" class="reference"><a href="#cite_note-52"><span class="cite-bracket">[</span>52<span class="cite-bracket">]</span></a></sup> The product series, launched in late 2020, consisted of the RX 6800, RX 6800 XT, and RX 6900 XT.<sup id="cite_ref-53" class="reference"><a href="#cite_note-53"><span class="cite-bracket">[</span>53<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-RDNA2InfinityCache_54-0" class="reference"><a href="#cite_note-RDNA2InfinityCache-54"><span class="cite-bracket">[</span>54<span class="cite-bracket">]</span></a></sup> The RX 6700 XT, which is based on Navi 22, was launched in early 2021.<sup id="cite_ref-55" class="reference"><a href="#cite_note-55"><span class="cite-bracket">[</span>55<span class="cite-bracket">]</span></a></sup>
</p><p>The <a href="PlayStation_5" title="PlayStation 5">PlayStation 5</a> and <a href="Xbox_Series_X_and_Series_S" title="Xbox Series X and Series S">Xbox Series X and Series S</a> were released in 2020; they both use GPUs based on the <a href="RDNA_2" title="RDNA 2">RDNA 2</a> microarchitecture with incremental improvements and different GPU configurations in each system's implementation.<sup id="cite_ref-RDNA2PS5Console_56-0" class="reference"><a href="#cite_note-RDNA2PS5Console-56"><span class="cite-bracket">[</span>56<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-57" class="reference"><a href="#cite_note-57"><span class="cite-bracket">[</span>57<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-RDNA2XboxConsoles_58-0" class="reference"><a href="#cite_note-RDNA2XboxConsoles-58"><span class="cite-bracket">[</span>58<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading3"><h3 id="2020s">2020s</h3></div>
<div role="note" class="hatnote navigation-not-searchable">See also: <a href="AI_accelerator" class="mw-redirect" title="AI accelerator">AI accelerator</a></div>
<p>In the 2020s, GPUs have been increasingly used for calculations involving <a href="Embarrassingly_parallel" title="Embarrassingly parallel">embarrassingly parallel</a> problems, such as training of <a href="Artificial_neural_network" class="mw-redirect" title="Artificial neural network">neural networks</a> on enormous datasets that are needed for <a href="Large_language_model" title="Large language model">large language models</a>. Specialized processing cores on some modern workstation's GPUs are dedicated for <a href="Deep_learning" title="Deep learning">deep learning</a> since they have significant FLOPS performance increases, using 4×4 matrix multiplication and division, resulting in hardware performance up to 128 TFLOPS in some applications.<sup id="cite_ref-59" class="reference"><a href="#cite_note-59"><span class="cite-bracket">[</span>59<span class="cite-bracket">]</span></a></sup> These tensor cores are expected to appear in consumer cards, as well.<sup id="cite_ref-60" class="reference"><a href="#cite_note-60"><span class="cite-bracket">[</span>60<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading2"><h2 id="GPU_companies">GPU companies</h2></div>
<p>Many companies have produced GPUs under a number of brand names. In 2009, <a href="Intel_Corporation" class="mw-redirect" title="Intel Corporation">Intel</a>, <a href="Nvidia" title="Nvidia">Nvidia</a>, and <a href="Advanced_Micro_Devices" class="mw-redirect" title="Advanced Micro Devices">AMD</a>/<a href="ATI_Technologies" title="ATI Technologies">ATI</a> were the market share leaders, with 49.4%, 27.8%, and 20.6% market share respectively. In addition, <a href="Matrox" title="Matrox">Matrox</a><sup id="cite_ref-61" class="reference"><a href="#cite_note-61"><span class="cite-bracket">[</span>61<span class="cite-bracket">]</span></a></sup> produces GPUs. Chinese companies such as <a href="Jingjia_Micro" title="Jingjia Micro">Jingjia Micro</a> have also produced GPUs for the domestic market although in terms of worldwide sales, they still lag behind market leaders.<sup id="cite_ref-:2_62-0" class="reference"><a href="#cite_note-:2-62"><span class="cite-bracket">[</span>62<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading2"><h2 id="Computational_functions">Computational functions</h2></div>
<p>Several factors of GPU construction affect the performance of the card for real-time rendering, such as the size of the connector pathways in the <a href="Semiconductor_device_fabrication" title="Semiconductor device fabrication">semiconductor device fabrication</a>, the <a href="Clock_signal" title="Clock signal">clock signal</a> frequency, and the number and size of various on-chip memory <a href="CPU_cache" title="CPU cache">caches</a>. Performance is also affected by the number of streaming multiprocessors (SM) for NVidia GPUs, or compute units (CU) for AMD GPUs, or Xe cores for Intel discrete GPUs, which describe the number of on-silicon processor core units within the GPU chip that perform the core calculations, typically working in parallel with other SM/CUs on the GPU. GPU performance is typically measured in floating point operations per second (<a href="FLOPS" class="mw-redirect" title="FLOPS">FLOPS</a>); GPUs in the 2010s and 2020s typically deliver performance measured in teraflops (TFLOPS). This is an estimated performance measure, as other factors can affect the actual display rate.<sup id="cite_ref-63" class="reference"><a href="#cite_note-63"><span class="cite-bracket">[</span>63<span class="cite-bracket">]</span></a></sup></p>
<div class="mw-heading mw-heading3"><h3 id="2D_graphics_APIs">2D graphics APIs</h3></div>
<p>An earlier GPU may support one or more 2D graphics API for 2D acceleration, such as <a href="Graphics_Device_Interface" title="Graphics Device Interface">GDI</a> and <a href="DirectDraw" title="DirectDraw">DirectDraw</a>.<sup id="cite_ref-64" class="reference"><a href="#cite_note-64"><span class="cite-bracket">[</span>64<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading2"><h2 id="GPU_forms">GPU forms</h2></div>
<div class="mw-heading mw-heading3"><h3 id="Terminology">Terminology</h3></div>
<p>In the 1970s, the term "GPU" originally stood for <i>graphics processor unit</i> and described a programmable processing unit working independently from the CPU that was responsible for graphics manipulation and output.<sup id="cite_ref-65" class="reference"><a href="#cite_note-65"><span class="cite-bracket">[</span>65<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-66" class="reference"><a href="#cite_note-66"><span class="cite-bracket">[</span>66<span class="cite-bracket">]</span></a></sup> In 1994, <a href="Sony" title="Sony">Sony</a> used the term (now standing for <i>graphics processing unit</i>) in reference to the <a href="PlayStation_(console)" title="PlayStation (console)">PlayStation</a> console's <a href="Toshiba" title="Toshiba">Toshiba</a>-designed <a href="PlayStation_technical_specifications#Graphics_processing_unit_(GPU)" title="PlayStation technical specifications">Sony GPU</a>.<sup id="cite_ref-gpu_31-1" class="reference"><a href="#cite_note-gpu-31"><span class="cite-bracket">[</span>31<span class="cite-bracket">]</span></a></sup> The term was popularized by <a href="Nvidia" title="Nvidia">Nvidia</a> in 1999, who marketed the <a href="GeForce_256" title="GeForce 256">GeForce 256</a> as "the world's first GPU".<sup id="cite_ref-67" class="reference"><a href="#cite_note-67"><span class="cite-bracket">[</span>67<span class="cite-bracket">]</span></a></sup> It was presented as a "single-chip <a href="Processor_(computing)" title="Processor (computing)">processor</a> with integrated <a href="Transform%2C_clipping%2C_and_lighting" title="Transform, clipping, and lighting">transform, lighting, triangle setup/clipping</a>, and rendering engines".<sup id="cite_ref-68" class="reference"><a href="#cite_note-68"><span class="cite-bracket">[</span>68<span class="cite-bracket">]</span></a></sup> Rival <a href="ATI_Technologies" title="ATI Technologies">ATI Technologies</a> coined the term "<b>visual processing unit</b>" or <b>VPU</b> with the release of the <a href="R300" class="mw-redirect" title="R300">Radeon 9700</a> in 2002.<sup id="cite_ref-69" class="reference"><a href="#cite_note-69"><span class="cite-bracket">[</span>69<span class="cite-bracket">]</span></a></sup> The <a href="Xilinx" title="Xilinx">AMD Alveo MA35D</a> features dual VPU’s, each using the <a href="5_nm_process" title="5 nm process">5 nm process</a> in 2023.<sup id="cite_ref-AM_1_70-0" class="reference"><a href="#cite_note-AM_1-70"><span class="cite-bracket">[</span>70<span class="cite-bracket">]</span></a></sup>
</p><p>In personal computers, there are two main forms of GPUs. Each has many synonyms:<sup id="cite_ref-71" class="reference"><a href="#cite_note-71"><span class="cite-bracket">[</span>71<span class="cite-bracket">]</span></a></sup>
</p>
<ul><li><i><a href="#Dedicated_graphics_processing_unit">Dedicated graphics</a></i> also called <i>discrete graphics</i>.</li>
<li><i><a href="#Integrated_graphics">Integrated graphics</a></i> also called <i>shared graphics solutions</i>, <i>integrated graphics processors</i> (IGP), or <i>unified memory architecture</i> (UMA).</li></ul>
<div class="mw-heading mw-heading3"><h3 id="Dedicated_graphics_processing_unit">Dedicated graphics processing unit</h3></div>
<div role="note" class="hatnote navigation-not-searchable">See also: <a href="Video_card" class="mw-redirect" title="Video card">Video card</a></div>
<p><i>Dedicated graphics processing units</i> uses <a href="Random-access_memory" title="Random-access memory">RAM</a> that is dedicated to the GPU rather than relying on the computer’s main system memory. This RAM is usually specially selected for the expected serial workload of the graphics card (see <a href="GDDR_SDRAM" title="GDDR SDRAM">GDDR</a>). Sometimes systems with dedicated <i>discrete</i> GPUs were called "DIS" systems as opposed to "UMA" systems (see next section).<sup id="cite_ref-NO_1_72-0" class="reference"><a href="#cite_note-NO_1-72"><span class="cite-bracket">[</span>72<span class="cite-bracket">]</span></a></sup>
</p><p>Technologies such as <a href="Scan-Line_Interleave" title="Scan-Line Interleave">Scan-Line Interleave</a> by 3dfx, <a href="Scalable_Link_Interface" title="Scalable Link Interface">SLI</a> and <a href="NVLink" title="NVLink">NVLink</a> by Nvidia and <a href="ATI_CrossFire" class="mw-redirect" title="ATI CrossFire">CrossFire</a> by AMD allow multiple GPUs to draw images simultaneously for a single screen, increasing the processing power available for graphics. These technologies, however, are increasingly uncommon; most games do not fully use multiple GPUs, as most users cannot afford them.<sup id="cite_ref-CSL_1_73-0" class="reference"><a href="#cite_note-CSL_1-73"><span class="cite-bracket">[</span>73<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-74" class="reference"><a href="#cite_note-74"><span class="cite-bracket">[</span>74<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-75" class="reference"><a href="#cite_note-75"><span class="cite-bracket">[</span>75<span class="cite-bracket">]</span></a></sup> Multiple GPUs are still used on supercomputers (like in <a href="Summit_(supercomputer)" title="Summit (supercomputer)">Summit</a>), on workstations to accelerate video (processing multiple videos at once)<sup id="cite_ref-76" class="reference"><a href="#cite_note-76"><span class="cite-bracket">[</span>76<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-77" class="reference"><a href="#cite_note-77"><span class="cite-bracket">[</span>77<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-78" class="reference"><a href="#cite_note-78"><span class="cite-bracket">[</span>78<span class="cite-bracket">]</span></a></sup> and 3D rendering,<sup id="cite_ref-79" class="reference"><a href="#cite_note-79"><span class="cite-bracket">[</span>79<span class="cite-bracket">]</span></a></sup> for <a href="VFX" class="mw-redirect" title="VFX">VFX</a>,<sup id="cite_ref-80" class="reference"><a href="#cite_note-80"><span class="cite-bracket">[</span>80<span class="cite-bracket">]</span></a></sup> <a href="GPGPU" class="mw-redirect mw-disambig" title="GPGPU">GPGPU</a> workloads and for simulations,<sup id="cite_ref-81" class="reference"><a href="#cite_note-81"><span class="cite-bracket">[</span>81<span class="cite-bracket">]</span></a></sup> and in AI to expedite training, as is the case with Nvidia's lineup of DGX workstations and servers, Tesla GPUs, and Intel's Ponte Vecchio GPUs.
</p>
<div class="mw-heading mw-heading3"><h3 id="Integrated_graphics_processing_unit">Integrated graphics processing unit</h3></div>
<p><i>Integrated graphics processing units</i> (IGPU), <i>integrated graphics</i>, <i>shared graphics solutions</i>, <i>integrated graphics processors</i> (IGP), or <i>unified memory architectures</i> (UMA) use a portion of a computer's system RAM rather than dedicated graphics memory. IGPs can be integrated onto a motherboard as part of its <a href="Northbridge_(computing)" title="Northbridge (computing)">northbridge</a> chipset,<sup id="cite_ref-82" class="reference"><a href="#cite_note-82"><span class="cite-bracket">[</span>82<span class="cite-bracket">]</span></a></sup> or on the same <a href="Die_(integrated_circuit)" title="Die (integrated circuit)">die (integrated circuit)</a> with the CPU (like <a href="AMD_APU" title="AMD APU">AMD APU</a> or <a href="Intel_HD_Graphics" class="mw-redirect" title="Intel HD Graphics">Intel HD Graphics</a>). On certain motherboards,<sup id="cite_ref-83" class="reference"><a href="#cite_note-83"><span class="cite-bracket">[</span>83<span class="cite-bracket">]</span></a></sup> AMD's IGPs can use dedicated sideport memory: a separate fixed block of high performance memory that is dedicated for use by the GPU. As of early 2007 computers with integrated graphics account for about 90% of all PC shipments.<sup id="cite_ref-84" class="reference"><a href="#cite_note-84"><span class="cite-bracket">[</span>84<span class="cite-bracket">]</span></a></sup> They are less costly to implement than dedicated graphics processing, but tend to be less capable. Historically, integrated processing was considered unfit for 3D games or graphically intensive programs but could run less intensive programs such as Adobe Flash. Examples of such IGPs would be offerings from SiS and VIA circa 2004.<sup id="cite_ref-85" class="reference"><a href="#cite_note-85"><span class="cite-bracket">[</span>85<span class="cite-bracket">]</span></a></sup> However, modern integrated graphics processors such as <a href="AMD_Accelerated_Processing_Unit" class="mw-redirect" title="AMD Accelerated Processing Unit">AMD Accelerated Processing Unit</a> and <a href="Intel_Graphics_Technology" title="Intel Graphics Technology">Intel Graphics Technology</a> (HD, UHD, Iris, Iris Pro, Iris Plus, and <a href="Intel_Xe#Xe-LP_(Low_Power)" title="Intel Xe">Xe-LP</a>) can handle 2D graphics or low-stress 3D graphics.
</p><p>Since GPU computations are memory-intensive, integrated processing may compete with the CPU for relatively slow system RAM, as it has minimal or no dedicated video memory. IGPs use system memory with bandwidth up to a current maximum of 128 GB/s, whereas a discrete graphics card may have a bandwidth of more than 1000 GB/s between its <a href="Video_random_access_memory" class="mw-redirect" title="Video random access memory">VRAM</a> and GPU core. This <a href="Memory_bus" class="mw-redirect" title="Memory bus">memory bus</a> bandwidth can limit the performance of the GPU, though <a href="Multi-channel_memory_architecture" title="Multi-channel memory architecture">multi-channel memory</a> can mitigate this deficiency.<sup id="cite_ref-Coelho_86-0" class="reference"><a href="#cite_note-Coelho-86"><span class="cite-bracket">[</span>86<span class="cite-bracket">]</span></a></sup> Older integrated graphics chipsets lacked hardware <a href="Transform%2C_clipping%2C_and_lighting" title="Transform, clipping, and lighting">transform and lighting</a>, but newer ones include it.<sup id="cite_ref-87" class="reference"><a href="#cite_note-87"><span class="cite-bracket">[</span>87<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-88" class="reference"><a href="#cite_note-88"><span class="cite-bracket">[</span>88<span class="cite-bracket">]</span></a></sup>
</p><p>On systems with "Unified Memory Architecture" (UMA), including modern AMD processors with integrated graphics,<sup id="cite_ref-89" class="reference"><a href="#cite_note-89"><span class="cite-bracket">[</span>89<span class="cite-bracket">]</span></a></sup> modern Intel processors with integrated graphics,<sup id="cite_ref-90" class="reference"><a href="#cite_note-90"><span class="cite-bracket">[</span>90<span class="cite-bracket">]</span></a></sup> Apple processors, the PS5 and Xbox Series (among others), the CPU cores and the GPU block share the same pool of RAM and memory address space.
</p>
<div class="mw-heading mw-heading3"><h3 id="Stream_processing_and_general_purpose_GPUs_(GPGPU)">Stream processing and general purpose GPUs (GPGPU)</h3></div>
<div role="note" class="hatnote navigation-not-searchable">Main articles: <a href="GPGPU" class="mw-redirect mw-disambig" title="GPGPU">GPGPU</a> and <a href="Stream_processing" title="Stream processing">Stream processing</a></div>
<p>It is common to use a <a href="GPGPU" class="mw-redirect mw-disambig" title="GPGPU">general purpose graphics processing unit (GPGPU)</a> as a modified form of <a href="Stream_processing" title="Stream processing">stream processor</a> (or a <a href="Vector_processor" title="Vector processor">vector processor</a>), running <a href="Compute_kernel" title="Compute kernel">compute kernels</a>. This turns the massive computational power of a modern graphics accelerator's shader pipeline into general-purpose computing power. In certain applications requiring massive vector operations, this can yield several orders of magnitude higher performance than a conventional CPU. The two largest discrete (see "<a href="#Dedicated_graphics_processing_unit">Dedicated graphics processing unit</a>" above) GPU designers, <a href="AMD" title="AMD">AMD</a> and <a href="Nvidia" title="Nvidia">Nvidia</a>, are pursuing this approach with an array of applications. Both Nvidia and AMD teamed with <a href="Stanford_University" title="Stanford University">Stanford University</a> to create a GPU-based client for the <a href="Folding%40home" title="Folding@home">Folding@home</a> distributed computing project for protein folding calculations. In certain circumstances, the GPU calculates forty times faster than the CPUs traditionally used by such applications.<sup id="cite_ref-91" class="reference"><a href="#cite_note-91"><span class="cite-bracket">[</span>91<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-92" class="reference"><a href="#cite_note-92"><span class="cite-bracket">[</span>92<span class="cite-bracket">]</span></a></sup>
</p><p>GPU-based high performance computers play a significant role in large-scale modelling. Three of the ten most powerful supercomputers in the world take advantage of GPU acceleration.<sup id="cite_ref-93" class="reference"><a href="#cite_note-93"><span class="cite-bracket">[</span>93<span class="cite-bracket">]</span></a></sup>
</p><p>Since 2005 there has been interest in using the performance offered by GPUs for <a href="Evolutionary_computation" title="Evolutionary computation">evolutionary computation</a> in general, and for accelerating the <a href="Fitness_(genetic_algorithm)" class="mw-redirect" title="Fitness (genetic algorithm)">fitness</a> evaluation in <a href="Genetic_programming" title="Genetic programming">genetic programming</a> in particular. Most approaches compile <a href="Linear_genetic_programming" title="Linear genetic programming">linear</a> or <a href="Genetic_programming" title="Genetic programming">tree programs</a> on the host PC and transfer the executable to the GPU to be run. Typically a performance advantage is only obtained by running the single active program simultaneously on many example problems in parallel, using the GPU's <a href="SIMD" class="mw-redirect" title="SIMD">SIMD</a> architecture.<sup id="cite_ref-94" class="reference"><a href="#cite_note-94"><span class="cite-bracket">[</span>94<span class="cite-bracket">]</span></a></sup> However, substantial acceleration can also be obtained by not compiling the programs, and instead transferring them to the GPU, to be interpreted there.<sup id="cite_ref-95" class="reference"><a href="#cite_note-95"><span class="cite-bracket">[</span>95<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading3"><h3 id="External_GPU_(eGPU)">External GPU (eGPU)</h3></div>
<p>Therefore, it is desirable to attach a GPU to some external bus of a notebook. <a href="PCI_Express" title="PCI Express">PCI Express</a> is the only bus used for this purpose. The port may be, for example, an <a href="ExpressCard" title="ExpressCard">ExpressCard</a> or <a href="PCI_Express#PCI_Express_Mini_Card" title="PCI Express">mPCIe</a> port (PCIe ×1, up to 5 or 2.5 Gbit/s respectively), a <a href="Thunderbolt_(interface)" title="Thunderbolt (interface)">Thunderbolt</a> 1, 2, or 3 port (PCIe ×4, up to 10, 20, or 40 Gbit/s respectively), a <a href="Thunderbolt_(interface)#USB4" title="Thunderbolt (interface)">USB4 port with Thunderbolt compatibility</a>, or an <a href="OCuLink" class="mw-redirect" title="OCuLink">OCuLink</a> port. Those ports are only available on certain notebook systems.<sup id="cite_ref-96" class="reference"><a href="#cite_note-96"><span class="cite-bracket">[</span>96<span class="cite-bracket">]</span></a></sup> eGPU enclosures include their own power supply (PSU), because powerful GPUs can consume hundreds of watts.<sup id="cite_ref-97" class="reference"><a href="#cite_note-97"><span class="cite-bracket">[</span>97<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading2"><h2 id="Energy_efficiency">Energy efficiency</h2></div>
<div class="excerpt-block"><style data-mw-deduplicate="TemplateStyles:r1066933788">
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</style><div role="note" class="hatnote navigation-not-searchable dablink excerpt-hat selfref">This section is an excerpt from <a href="Performance_per_watt#GPU_efficiency" title="Performance per watt">Performance per watt § GPU efficiency</a>.<span class="mw-editsection-like "><span class="mw-editsection-bracket">[</span><a class="external text external" href="https://en.wikipedia.org/w/index.php?title=Performance_per_watt&action=edit">edit</a><span class="mw-editsection-bracket">]</span></span></div><div class="excerpt">
<p>Graphics processing units (GPU) have continued to increase in energy usage, while CPUs designers have recently focused on improving performance per watt. High performance GPUs may draw large amount of power, therefore intelligent techniques are required to manage GPU power consumption. Measures like <a href="3DMark" title="3DMark">3DMark2006 score</a> per watt can help identify more efficient GPUs.<sup id="cite_ref-98" class="reference"><a href="#cite_note-98"><span class="cite-bracket">[</span>98<span class="cite-bracket">]</span></a></sup> However that may not adequately incorporate efficiency in typical use, where much time is spent doing less demanding tasks.<sup id="cite_ref-99" class="reference"><a href="#cite_note-99"><span class="cite-bracket">[</span>99<span class="cite-bracket">]</span></a></sup>
</p><p>With modern GPUs, energy usage is an important constraint on the maximum computational capabilities that can be achieved. GPU designs are usually highly scalable, allowing the manufacturer to put multiple chips on the same video card, or to use multiple video cards that work in parallel. Peak performance of any system is essentially limited by the amount of power it can draw and the amount of heat it can dissipate. Consequently, performance per watt of a GPU design translates directly into peak performance of a system that uses that design.
</p>
Since GPUs may also be used for some <a href="GPGPU" class="mw-redirect mw-disambig" title="GPGPU">general purpose computation</a>, sometimes their performance is measured in terms also applied to CPUs, such as FLOPS per watt.</div></div>
<div class="mw-heading mw-heading2"><h2 id="Sales">Sales</h2></div>
<p>In 2013, 438.3 million GPUs were shipped globally and the forecast for 2014 was 414.2 million. However, by the third quarter of 2022, shipments of PC GPUs totaled around 75.5 million units, down 19% year-over-year.<sup id="cite_ref-100" class="reference"><a href="#cite_note-100"><span class="cite-bracket">[</span>100<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-101" class="reference"><a href="#cite_note-101"><span class="cite-bracket">[</span>101<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading2"><h2 id="See_also">See also</h2></div>
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<ul><li><a href="UALink" title="UALink">UALink</a></li>
<li><a href="Texture_mapping_unit" title="Texture mapping unit">Texture mapping unit</a> (TMU)</li>
<li><a href="Render_output_unit" title="Render output unit">Render output unit</a> (ROP)</li>
<li><a href="Brute_force_attack" class="mw-redirect" title="Brute force attack">Brute force attack</a></li>
<li><a href="Computer_hardware" title="Computer hardware">Computer hardware</a></li>
<li><a href="Computer_monitor" title="Computer monitor">Computer monitor</a></li>
<li><a href="GPU_cache" class="mw-redirect" title="GPU cache">GPU cache</a></li>
<li><a href="GPU_virtualization" title="GPU virtualization">GPU virtualization</a></li>
<li><a href="Manycore_processor" title="Manycore processor">Manycore processor</a></li>
<li><a href="Physics_processing_unit" title="Physics processing unit">Physics processing unit</a> (PPU)</li>
<li><a href="Tensor_processing_unit" class="mw-redirect" title="Tensor processing unit">Tensor processing unit</a> (TPU)</li>
<li><a href="Ray-tracing_hardware" title="Ray-tracing hardware">Ray-tracing hardware</a></li>
<li><a href="Single_instruction%2C_multiple_threads" title="Single instruction, multiple threads">Single instruction, multiple threads</a> (SIMT))</li>
<li><a href="Software_rendering" title="Software rendering">Software rendering</a></li>
<li><a href="Vision_processing_unit" title="Vision processing unit">Vision processing unit</a> (VPU)</li>
<li><a href="Vector_processor" title="Vector processor">Vector processor</a></li>
<li><a href="Video_card" class="mw-redirect" title="Video card">Video card</a></li>
<li><a href="Video_display_controller" title="Video display controller">Video display controller</a></li>
<li><a href="Video_game_console" title="Video game console">Video game console</a></li>
<li><a href="AI_accelerator" class="mw-redirect" title="AI accelerator">AI accelerator</a></li>
<li><a href="Vector_processor#GPU_vector_processing_features" title="Vector processor">GPU Vector Processor internal features</a></li></ul>
</div>
<div class="mw-heading mw-heading3"><h3 id="Hardware">Hardware</h3></div>
<ul><li><a href="List_of_AMD_graphics_processing_units" title="List of AMD graphics processing units">List of AMD graphics processing units</a></li>
<li><a href="List_of_Nvidia_graphics_processing_units" title="List of Nvidia graphics processing units">List of Nvidia graphics processing units</a></li>
<li><a href="List_of_Intel_graphics_processing_units" title="List of Intel graphics processing units">List of Intel graphics processing units</a></li>
<li><a href="List_of_discrete_and_integrated_graphics_processing_units" title="List of discrete and integrated graphics processing units">List of discrete and integrated graphics processing units</a></li>
<li><a href="Intel_GMA" title="Intel GMA">Intel GMA</a></li>
<li><a href="Larrabee_(microarchitecture)" title="Larrabee (microarchitecture)">Larrabee</a></li>
<li><a href="Nvidia_PureVideo" title="Nvidia PureVideo">Nvidia PureVideo</a> – the bit-stream technology from <a href="Nvidia" title="Nvidia">Nvidia</a> used in their graphics chips to accelerate video decoding on hardware GPU with DXVA.</li>
<li><a href="System_on_a_chip" title="System on a chip">SoC</a></li>
<li><a href="Unified_Video_Decoder" title="Unified Video Decoder">UVD (Unified Video Decoder)</a> – the video decoding bit-stream technology from ATI to support hardware (GPU) decode with DXVA</li></ul>
<div class="mw-heading mw-heading3"><h3 id="APIs">APIs</h3></div>
<div class="div-col" style="column-width: 30em;">
<ul><li><a href="OpenGL" title="OpenGL">OpenGL API</a></li>
<li><a href="DirectX_Video_Acceleration" title="DirectX Video Acceleration">DirectX Video Acceleration (DxVA) API</a> for <a href="Microsoft_Windows" title="Microsoft Windows">Microsoft Windows</a> operating-system.</li>
<li><a href="Mantle_(API)" title="Mantle (API)">Mantle (API)</a></li>
<li><a href="Vulkan_(API)" class="mw-redirect" title="Vulkan (API)">Vulkan (API)</a></li>
<li><a href="Video_Acceleration_API" title="Video Acceleration API">Video Acceleration API (VA API)</a></li>
<li><a href="VDPAU" title="VDPAU">VDPAU (Video Decode and Presentation API for Unix)</a></li>
<li><a href="X-Video_Bitstream_Acceleration" title="X-Video Bitstream Acceleration">X-Video Bitstream Acceleration (XvBA)</a>, the X11 equivalent of DXVA for MPEG-2, H.264, and VC-1</li>
<li><a href="X-Video_Motion_Compensation" title="X-Video Motion Compensation">X-Video Motion Compensation</a> – the X11 equivalent for MPEG-2 video codec only</li></ul>
</div>
<div class="mw-heading mw-heading3"><h3 id="Applications">Applications</h3></div>
<ul><li><a href="GPU_cluster" title="GPU cluster">GPU cluster</a></li>
<li><a href="Mathematica" class="mw-redirect" title="Mathematica">Mathematica</a> – includes built-in support for CUDA and OpenCL GPU execution</li>
<li><a href="Molecular_modeling_on_GPU" class="mw-redirect" title="Molecular modeling on GPU">Molecular modeling on GPU</a></li>
<li><a href="Deeplearning4j" title="Deeplearning4j">Deeplearning4j</a> – open-source, distributed deep learning for Java</li></ul>
<div class="mw-heading mw-heading2"><h2 id="References">References</h2></div>
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<div class="mw-heading mw-heading2"><h2 id="Sources">Sources</h2></div>
<ul><li><cite id="CITEREFPeddie2023" class="citation book cs1">Peddie, Jon (1 January 2023). <a rel="nofollow" class="external text" href="https://books.google.com/books?id=vfKkEAAAQBAJ"><i>The History of the GPU – New Developments</i></a>. Springer Nature. <a href="ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <bdi>978-3-03-114047-1</bdi>. <a href="OCLC_(identifier)" class="mw-redirect" title="OCLC (identifier)">OCLC</a> <a rel="nofollow" class="external text" href="https://search.worldcat.org/oclc/1356877844">1356877844</a>.</cite></li></ul>
<div class="mw-heading mw-heading2"><h2 id="External_links">External links</h2></div>
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<div class="div-col" style="column-width: 25em;">
<ul><li><a rel="nofollow" class="external text" href="https://www.nvidia.com/object/what-is-gpu-computing.html">NVIDIA – What is GPU computing?</a></li>
<li>The <a rel="nofollow" class="external text" href="https://web.archive.org/web/20130605124431/https://developer.nvidia.com/content/gpu-gems"><i>GPU Gems</i> book series</a></li>
<li><a rel="nofollow" class="external text" href="https://titancity.com/articles/gfxcards.html">– A Graphics Hardware History</a> <a rel="nofollow" class="external text" href="https://web.archive.org/web/20220331004621/http://titancity.com/articles/gfxcards.html">Archived</a> 2022-03-31 at the <a href="Wayback_Machine" title="Wayback Machine">Wayback Machine</a></li>
<li><a rel="nofollow" class="external autonumber" href="https://newstribuneworld.com/graphics-card-the-gpu-gpu-meaning">[1]</a></li>
<li><a rel="nofollow" class="external text" href="https://web.archive.org/web/20161227132101/https://www.cs.virginia.edu/~gfx/papers/paper.php?paper_id=59">How GPUs work</a></li>
<li><a rel="nofollow" class="external text" href="https://www.ozone3d.net/gpu_caps_viewer/">GPU Caps Viewer – Video card information utility</a></li>
<li><a rel="nofollow" class="external text" href="https://web.archive.org/web/20130114054853/https://malideveloper.arm.com/learn-about-mali/about-mali/arm-mali-gpus/">ARM Mali GPUs Overview</a></li></ul>
</div>
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</style></div><div role="navigation" class="navbox authority-control" aria-label="Navbox773" style="padding:3px"><table class="nowraplinks hlist navbox-inner" style="border-spacing:0;background:transparent;color:inherit"><tbody><tr><th scope="row" class="navbox-group" style="width:1%">Authority control databases: National </th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"><ul><li><span class="uid"><a rel="nofollow" class="external text" href="https://d-nb.info/gnd/4582114-8">Germany</a></span></li><li><span class="uid"><span class="rt-commentedText tooltip tooltip-dotted" title="grafické procesory"><a rel="nofollow" class="external text" href="https://aleph.nkp.cz/F/?func=find-c&local_base=aut&ccl_term=ica=ph753450&CON_LNG=ENG">Czech Republic</a></span></span></li><li><span class="uid"><a rel="nofollow" class="external text" href="https://www.nli.org.il/en/authorities/987007572552505171">Israel</a></span></li></ul></div></td></tr></tbody></table></div>
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</style><div id="Graphics_processing_unit85" style="font-size:114%;margin:0 4em"></div></th></tr><tr><th scope="row" class="navbox-group" style="width:1%">GPU</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="row" class="navbox-group" style="width:1%">Desktop</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="List_of_Intel_graphics_processing_units" title="List of Intel graphics processing units">Intel</a>
<ul><li><a href="Intel_Graphics_Technology" title="Intel Graphics Technology">GT</a></li>
<li><a href="Intel_Xe" title="Intel Xe">Xe</a></li>
<li><a href="Intel_Arc" title="Intel Arc">Arc</a></li></ul></li>
<li><a href="List_of_Nvidia_graphics_processing_units" title="List of Nvidia graphics processing units">Nvidia</a>
<ul><li><a href="GeForce" title="GeForce">GeForce</a></li>
<li><a href="Quadro" title="Quadro">Quadro</a></li>
<li><a href="Nvidia_Tesla" title="Nvidia Tesla">Tesla</a></li>
<li><a href="Nvidia_Tegra" class="mw-redirect" title="Nvidia Tegra">Tegra</a></li></ul></li>
<li><a href="List_of_AMD_graphics_processing_units" title="List of AMD graphics processing units">AMD</a>
<ul><li><a href="Radeon" title="Radeon">Radeon</a></li>
<li><a href="Radeon_Pro" title="Radeon Pro">Radeon Pro</a></li>
<li><a href="AMD_Instinct" title="AMD Instinct">Instinct</a></li></ul></li>
<li><a href="Matrox" title="Matrox">Matrox</a></li>
<li><a href="InfiniteReality" title="InfiniteReality">InfiniteReality</a></li>
<li><a href="NEC_%C2%B5PD7220" class="mw-redirect" title="NEC µPD7220">NEC µPD7220</a></li>
<li><a href="Comparison_of_3dfx_graphics_processing_units" class="mw-redirect" title="Comparison of 3dfx graphics processing units">3dfx Voodoo</a></li>
<li><a href="S3_Graphics" title="S3 Graphics">S3</a></li>
<li><a href="Glaze3D" title="Glaze3D">Glaze3D</a></li>
<li><a href="Apple_silicon" title="Apple silicon">Apple silicon</a></li>
<li><a href="Jingjia_Micro" title="Jingjia Micro">Jingjia Micro</a></li>
<li><a href="Tseng_Labs" title="Tseng Labs">Tseng Labs</a></li>
<li><a href="Silicon_Integrated_Systems#Graphics_chipsets" title="Silicon Integrated Systems">SiS</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Mobile</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Adreno" title="Adreno">Adreno</a></li>
<li><a href="Apple_silicon" title="Apple silicon">Apple silicon</a></li>
<li><a href="Mali_(GPU)" class="mw-redirect" title="Mali (GPU)">Mali</a></li>
<li><a href="PowerVR" title="PowerVR">PowerVR</a></li>
<li><a href="VideoCore" title="VideoCore">VideoCore</a></li>
<li><a href="Vivante_Corporation" title="Vivante Corporation">Vivante</a></li>
<li><a href="Imageon" title="Imageon">Imageon</a></li>
<li><a href="Intel_2700G" title="Intel 2700G">Intel 2700G</a></li></ul>
</div></td></tr></tbody></table><div></div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Architecture</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Compute_kernel" title="Compute kernel">Compute kernel</a></li>
<li><a href="Semiconductor_device_fabrication" title="Semiconductor device fabrication">Fabrication</a>
<ul><li><a href="CMOS" title="CMOS">CMOS</a></li>
<li><a href="FinFET" class="mw-redirect" title="FinFET">FinFET</a></li>
<li><a href="MOSFET" title="MOSFET">MOSFET</a></li></ul></li>
<li><a href="Graphics_pipeline" title="Graphics pipeline">Graphics pipeline</a>
<ul><li><a href="Geometry_pipelines" title="Geometry pipelines">Geometry</a></li>
<li><a href="Vertex_pipeline" title="Vertex pipeline">Vertex</a></li></ul></li>
<li><a href="High-dynamic-range_rendering" title="High-dynamic-range rendering">HDR rendering</a></li>
<li><a href="Multiply%E2%80%93accumulate_operation" title="Multiply–accumulate operation">MAC</a></li>
<li><a href="Rasterisation" title="Rasterisation">Rasterisation</a>
<ul><li><a href="Shading" title="Shading">Shading</a></li></ul></li>
<li><a href="Ray-tracing_hardware" title="Ray-tracing hardware">Ray-tracing</a></li>
<li><a href="Single_instruction%2C_multiple_data" title="Single instruction, multiple data">SIMD</a>
<ul><li><a href="Single_instruction%2C_multiple_threads" title="Single instruction, multiple threads">SIMT</a></li></ul></li>
<li><a href="Tessellation_(computer_graphics)" title="Tessellation (computer graphics)">Tessellation</a></li>
<li><a href="Transform%2C_clipping%2C_and_lighting" title="Transform, clipping, and lighting">T&L</a></li>
<li><a href="Tiled_rendering" title="Tiled rendering">Tiled rendering</a></li>
<li><a href="Unified_shader_model" title="Unified shader model">Unified shader model</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Components</th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Blitter" title="Blitter">Blitter</a></li>
<li><a href="Geometry_processing" title="Geometry processing">Geometry processor</a></li>
<li><a href="Input%E2%80%93output_memory_management_unit" title="Input–output memory management unit">Input–output memory management unit</a></li>
<li><a href="Render_output_unit" title="Render output unit">Render output unit</a></li>
<li><a href="Shader" title="Shader">Shader unit</a></li>
<li><a href="Stream_processing" title="Stream processing">Stream processor</a></li>
<li><a href="Tensor" title="Tensor">Tensor unit</a></li>
<li><a href="Texture_mapping_unit" title="Texture mapping unit">Texture mapping unit</a></li>
<li><a href="Video_display_controller" title="Video display controller">Video display controller</a></li>
<li><a href="Video_processing_unit" class="mw-redirect" title="Video processing unit">Video processing unit</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Memory</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Direct_memory_access" title="Direct memory access">DMA</a></li>
<li><a href="Framebuffer" title="Framebuffer">Framebuffer</a></li>
<li><a href="SGRAM" class="mw-redirect" title="SGRAM">SGRAM</a>
<ul><li><a href="GDDR_SDRAM" title="GDDR SDRAM">GDDR</a></li>
<li><a href="GDDR2" class="mw-redirect" title="GDDR2">GDDR2</a></li>
<li><a href="GDDR3" class="mw-redirect" title="GDDR3">GDDR3</a></li>
<li><a href="GDDR4" class="mw-redirect" title="GDDR4">GDDR4</a></li>
<li><a href="GDDR5" class="mw-redirect" title="GDDR5">GDDR5</a></li>
<li><a href="GDDR6" class="mw-redirect" title="GDDR6">GDDR6</a></li>
<li><a href="GDDR7" class="mw-redirect" title="GDDR7">GDDR7</a></li></ul></li>
<li><a href="High_Bandwidth_Memory" title="High Bandwidth Memory">HBM</a>
<ul><li><a href="HBM2" class="mw-redirect" title="HBM2">HBM2</a></li>
<li><a href="HBM2E" class="mw-redirect" title="HBM2E">HBM2E</a></li>
<li><a href="HBM3" class="mw-redirect" title="HBM3">HBM3</a></li>
<li><a href="HBM-PIM" class="mw-redirect" title="HBM-PIM">HBM-PIM</a></li>
<li><a href="HBM3E" class="mw-redirect" title="HBM3E">HBM3E</a></li></ul></li>
<li><a href="Memory_bandwidth" title="Memory bandwidth">Memory bandwidth</a></li>
<li><a href="Memory_controller" title="Memory controller">Memory controller</a></li>
<li><a href="Shared_graphics_memory" title="Shared graphics memory">Shared graphics memory</a></li>
<li><a href="Texture_memory" title="Texture memory">Texture memory</a></li>
<li><a href="Video_RAM_(dual-ported_DRAM)" class="mw-redirect" title="Video RAM (dual-ported DRAM)">VRAM</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Form factor</th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Semiconductor_intellectual_property_core" title="Semiconductor intellectual property core">IP core</a></li>
<li><a href="Video_card" class="mw-redirect" title="Video card">Discrete graphics</a>
<ul><li><a href="GPU_cluster" title="GPU cluster">Clustering</a></li>
<li><a href="GPU_switching" title="GPU switching">Switching</a></li></ul></li>
<li><a href="External_GPU" class="mw-redirect" title="External GPU">External graphics</a></li>
<li><a href="Integrated_graphics" class="mw-redirect" title="Integrated graphics">Integrated graphics</a></li>
<li><a href="System_on_a_chip" title="System on a chip">System on a chip</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Performance</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Clock_rate" title="Clock rate">Clock rate</a></li>
<li><a href="Computer_display_standard" class="mw-redirect" title="Computer display standard">Display resolution</a></li>
<li><a href="Fillrate" title="Fillrate">Fillrate</a>
<ul><li><a href="Gigapixel_image" title="Gigapixel image">Pixel/s</a></li>
<li><a href="Texel_(graphics)" title="Texel (graphics)">Texel/s</a></li></ul></li>
<li><a href="FLOPS" class="mw-redirect" title="FLOPS">FLOP/s</a></li>
<li><a href="Frame_rate" title="Frame rate">Frame rate</a></li>
<li><a href="Performance_per_watt" title="Performance per watt">Performance per watt</a></li>
<li><a href="Transistor_count" title="Transistor count">Transistor count</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Misc</th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="2D_computer_graphics" title="2D computer graphics">2D</a>
<ul><li><a href="Scrolling" title="Scrolling">Scrolling</a></li>
<li><a href="Sprite_(computer_graphics)" title="Sprite (computer graphics)">Sprite</a></li>
<li><a href="Tile-based_video_game" title="Tile-based video game">Tile</a></li></ul></li>
<li><a href="3D_computer_graphics" title="3D computer graphics">3D</a>
<ul><li><a href="Global_illumination" title="Global illumination">GI</a></li>
<li><a href="Texture_mapping" title="Texture mapping">Texture</a></li></ul></li>
<li><a href="Application-specific_integrated_circuit" title="Application-specific integrated circuit">ASIC</a></li>
<li><a href="General-purpose_computing_on_graphics_processing_units" class="mw-redirect mw-disambig" title="General-purpose computing on graphics processing units">GPGPU</a></li>
<li><a href="Graphics_library" title="Graphics library">Graphics library</a></li>
<li><a href="Hardware_acceleration" title="Hardware acceleration">Hardware acceleration</a></li>
<li><a href="Digital_image_processing" title="Digital image processing">Image processing</a>
<ul><li><a href="Image_compression" title="Image compression">Compression</a></li></ul></li>
<li><a href="Parallel_computing" title="Parallel computing">Parallel computing</a></li>
<li><a href="Vector_processor" title="Vector processor">Vector processor</a></li>
<li><a href="Video_coding_format" title="Video coding format">Video coding</a>
<ul><li><a href="Video_codec" title="Video codec">Codec</a></li></ul></li>
<li><a href="Very_long_instruction_word" title="Very long instruction word">VLIW</a></li></ul>
</div></td></tr></tbody></table></div>
<div class="navbox-styles"></div><div role="navigation" class="navbox" aria-labelledby="Hardware_acceleration129" style="padding:3px"><table class="nowraplinks mw-collapsible autocollapse navbox-inner" style="border-spacing:0;background:transparent;color:inherit"><tbody><tr><th scope="col" class="navbox-title" colspan="2"><div id="Hardware_acceleration129" style="font-size:114%;margin:0 4em"><a href="Hardware_acceleration" title="Hardware acceleration">Hardware acceleration</a></div></th></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Model_of_computation" title="Model of computation">Theory</a></th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Universal_Turing_machine" title="Universal Turing machine">Universal Turing machine</a></li>
<li><a href="Parallel_computing" title="Parallel computing">Parallel computing</a></li>
<li><a href="Distributed_computing" title="Distributed computing">Distributed computing</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Applications</th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li>
<ul><li><a href="General-purpose_computing_on_graphics_processing_units" class="mw-redirect mw-disambig" title="General-purpose computing on graphics processing units">GPGPU</a></li>
<li><a href="DirectX_Video_Acceleration" title="DirectX Video Acceleration">DirectX</a></li></ul></li>
<li><a href="Sound_card" title="Sound card">Audio</a></li>
<li><a href="Digital_signal_processor" title="Digital signal processor">Digital signal processing</a></li>
<li><a href="Hardware_random_number_generator" title="Hardware random number generator">Hardware random number generation</a></li>
<li><a href="Neural_processing_unit" title="Neural processing unit">Neural processing unit</a></li>
<li><a href="Cryptographic_accelerator" title="Cryptographic accelerator">Cryptography</a>
<ul><li><a href="TLS_acceleration" title="TLS acceleration">TLS</a></li></ul></li>
<li><a href="Vision_processing_unit" title="Vision processing unit">Machine vision</a></li>
<li><a href="Custom_hardware_attack" title="Custom hardware attack">Custom hardware attack</a>
<ul><li><a href="Scrypt" title="Scrypt">scrypt</a></li></ul></li>
<li><a href="Network_processor" title="Network processor">Networking</a></li>
<li><a href="Data_processing_unit" title="Data processing unit">Data</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Implementations</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="High-level_synthesis" title="High-level synthesis">High-level synthesis</a>
<ul><li><a href="C_to_HDL" title="C to HDL">C to HDL</a></li></ul></li>
<li><a href="Field-programmable_gate_array" title="Field-programmable gate array">FPGA</a></li>
<li><a href="Application-specific_integrated_circuit" title="Application-specific integrated circuit">ASIC</a></li>
<li><a href="Complex_programmable_logic_device" title="Complex programmable logic device">CPLD</a></li>
<li><a href="System_on_a_chip" title="System on a chip">System on a chip</a>
<ul><li><a href="Network_on_a_chip" title="Network on a chip">Network on a chip</a></li></ul></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Computer_architecture" title="Computer architecture">Architectures</a></th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Dataflow_architecture" title="Dataflow architecture">Dataflow</a></li>
<li><a href="Transport_triggered_architecture" title="Transport triggered architecture">Transport triggered</a></li>
<li><a href="Multi-core_processor" title="Multi-core processor">Multicore</a></li>
<li><a href="Manycore_processor" title="Manycore processor">Manycore</a></li>
<li><a href="Heterogeneous_computing" title="Heterogeneous computing">Heterogeneous</a></li>
<li><a href="In-memory_processing" title="In-memory processing">In-memory computing</a></li>
<li><a href="Systolic_array" title="Systolic array">Systolic array</a></li>
<li><a href="Neuromorphic_computing" title="Neuromorphic computing">Neuromorphic</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Related</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Programmable_logic_device" title="Programmable logic device">Programmable logic</a></li>
<li><a href="Processor_(computing)" title="Processor (computing)">Processor</a>
<ul><li><a href="Processor_design" title="Processor design">design</a></li>
<li><a href="Microprocessor_chronology" title="Microprocessor chronology">chronology</a></li></ul></li>
<li><a href="Digital_electronics" title="Digital electronics">Digital electronics</a></li>
<li><a href="Virtualization" title="Virtualization">Virtualization</a>
<ul><li><a href="Hardware_emulation" title="Hardware emulation">Hardware emulation</a></li></ul></li>
<li><a href="Logic_synthesis" title="Logic synthesis">Logic synthesis</a></li>
<li><a href="Embedded_system" title="Embedded system">Embedded systems</a></li></ul>
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