AMD FirePro S10000 Passive
About GPU
The AMD FirePro S10000 Passive GPU is a high-performance graphics card designed for professional use in desktop workstations. With its impressive specs, this GPU is capable of handling intensive graphical and compute workloads with ease.
One of the standout features of the FirePro S10000 is its massive 3GB of GDDR5 memory, which allows for quick access to large datasets and complex simulations. The 1792 shading units and a base clock of 825MHz ensure that the GPU can handle demanding tasks such as 3D rendering, video editing, and scientific computing. Additionally, the 768KB of L2 cache further enhances the card's performance by reducing memory latency and improving overall efficiency.
Despite its high performance, the FirePro S10000 is a passive-cooled GPU, meaning it operates silently and is ideal for use in environments where low noise levels are important. This makes it suitable for use in professional settings such as design studios, laboratories, and video production facilities.
With a TDP of 375W, this GPU is power-hungry, but its theoretical performance of 3.405 TFLOPS makes it a powerhouse for tasks that require significant computational capabilities. However, it's worth noting that the high power consumption may require a robust power supply and adequate cooling in the workstation.
In conclusion, the AMD FirePro S10000 Passive GPU is a top-notch graphics card that offers exceptional performance for professional applications. Its generous memory capacity, powerful processing capabilities, and silent operation make it a solid choice for demanding workloads in various industries.
Basic
Label Name
AMD
Platform
Desktop
Launch Date
November 2012
Model Name
FirePro S10000 Passive
Generation
FirePro
Base Clock
825MHz
Boost Clock
950MHz
Bus Interface
PCIe 3.0 x16
Transistors
4,313 million
Compute Units
28
TMUs
?
Texture Mapping Units (TMUs) serve as components of the GPU, which are capable of rotating, scaling, and distorting binary images, and then placing them as textures onto any plane of a given 3D model. This process is called texture mapping.
112
Foundry
TSMC
Process Size
28 nm
Architecture
GCN 1.0
Memory Specifications
Memory Size
3GB
Memory Type
GDDR5
Memory Bus
?
The memory bus width refers to the number of bits of data that the video memory can transfer within a single clock cycle. The larger the bus width, the greater the amount of data that can be transmitted instantaneously, making it one of the crucial parameters of video memory. The memory bandwidth is calculated as: Memory Bandwidth = Memory Frequency x Memory Bus Width / 8. Therefore, when the memory frequencies are similar, the memory bus width will determine the size of the memory bandwidth.
384bit
Memory Clock
1250MHz
Bandwidth
?
Memory bandwidth refers to the data transfer rate between the graphics chip and the video memory. It is measured in bytes per second, and the formula to calculate it is: memory bandwidth = working frequency × memory bus width / 8 bits.
240.0 GB/s
Theoretical Performance
Pixel Rate
?
Pixel fill rate refers to the number of pixels a graphics processing unit (GPU) can render per second, measured in MPixels/s (million pixels per second) or GPixels/s (billion pixels per second). It is the most commonly used metric to evaluate the pixel processing performance of a graphics card.
30.40 GPixel/s
Texture Rate
?
Texture fill rate refers to the number of texture map elements (texels) that a GPU can map to pixels in a single second.
106.4 GTexel/s
FP64 (double)
?
An important metric for measuring GPU performance is floating-point computing capability. Double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy, while single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
851.2 GFLOPS
FP32 (float)
?
An important metric for measuring GPU performance is floating-point computing capability. Single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks, while double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
3.337
TFLOPS
Miscellaneous
Shading Units
?
The most fundamental processing unit is the Streaming Processor (SP), where specific instructions and tasks are executed. GPUs perform parallel computing, which means multiple SPs work simultaneously to process tasks.
1792
L1 Cache
16 KB (per CU)
L2 Cache
768KB
TDP
375W
Vulkan Version
?
Vulkan is a cross-platform graphics and compute API by Khronos Group, offering high performance and low CPU overhead. It lets developers control the GPU directly, reduces rendering overhead, and supports multi-threading and multi-core processors.
1.2
OpenCL Version
1.2
OpenGL
4.6
DirectX
12 (11_1)
Power Connectors
2x 8-pin
Shader Model
5.1
ROPs
?
The Raster Operations Pipeline (ROPs) is primarily responsible for handling lighting and reflection calculations in games, as well as managing effects like anti-aliasing (AA), high resolution, smoke, and fire. The more demanding the anti-aliasing and lighting effects in a game, the higher the performance requirements for the ROPs; otherwise, it may result in a sharp drop in frame rate.
32
Suggested PSU
750W
Benchmarks
FP32 (float)
Score
3.337
TFLOPS
Compared to Other GPU
FP32 (float)
/ TFLOPS