NVIDIA GRID M60 4A

NVIDIA GRID M60 4A

About GPU

The NVIDIA GRID M60 4A GPU is a professional-grade graphics processing unit designed for high-performance applications. With a base clock of 557MHz and a boost clock of 1178MHz, the M60 is capable of delivering fast and reliable performance for demanding workloads. With 4GB of GDDR5 memory and a memory clock of 1253MHz, the M60 offers ample memory bandwidth for handling large datasets and complex visualizations. The M60 features 2048 shading units and 2MB of L2 cache, resulting in efficient parallel processing and improved workload distribution. With a TDP of 225W and a theoretical performance of 4.825 TFLOPS, the M60 is well-suited for applications such as virtualization, deep learning, and high-performance computing. One of the key advantages of the M60 is its support for NVIDIA GRID virtualized graphics, which allows for the GPU to be shared across multiple virtual machines, enabling efficient use of resources and cost savings in virtualized environments. Overall, the NVIDIA GRID M60 4A GPU offers impressive performance and reliability for professional applications. Its high memory bandwidth, efficient parallel processing, and support for virtualized graphics make it a versatile and powerful choice for demanding workloads. Whether used in virtualized environments or standalone workstations, the M60 delivers the performance and features required for complex visualization, simulation, and computation tasks.

Basic

Label Name
NVIDIA
Platform
Professional
Launch Date
August 2015
Model Name
GRID M60 4A
Generation
GRID
Base Clock
557MHz
Boost Clock
1178MHz
Bus Interface
PCIe 3.0 x16
Transistors
5,200 million
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.
128
Foundry
TSMC
Process Size
28 nm
Architecture
Maxwell 2.0

Memory Specifications

Memory Size
4GB
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.
256bit
Memory Clock
1253MHz
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.
160.4 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.
75.39 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.
150.8 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.
150.8 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.
4.922 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.
2048
L1 Cache
48 KB (per SMM)
L2 Cache
2MB
TDP
225W
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.
1.3
OpenCL Version
3.0
OpenGL
4.6
DirectX
12 (12_1)
CUDA
5.2
Power Connectors
1x 8-pin
Shader Model
6.4
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.
64
Suggested PSU
550W

Benchmarks

FP32 (float)
Score
4.922 TFLOPS

Compared to Other GPU

FP32 (float) / TFLOPS
5.128 +4.2%
4.993 +1.4%
4.922
4.817 -2.1%
4.636 -5.8%