NVIDIA Quadro K1200

NVIDIA Quadro K1200

About GPU

The NVIDIA Quadro K1200 GPU is a powerful and reliable graphics processing unit designed for professional use. With a base clock speed of 1058MHz and a boost clock speed of 1124MHz, it provides smooth and efficient performance for a wide range of professional applications. The 4GB of GDDR5 memory and a memory clock of 1250MHz ensure fast and responsive rendering, making it suitable for demanding tasks such as 3D modeling, video editing, and graphic design. With 512 shading units and 2MB of L2 cache, the Quadro K1200 delivers exceptional image quality and detail, allowing for precise and accurate visualization of complex designs and models. Its low TDP of 45W makes it an energy-efficient option, reducing power consumption and contributing to a more environmentally friendly workspace. One of the standout features of the Quadro K1200 is its theoretical performance of 1.151 TFLOPS, which enables it to handle intensive workloads and intricate visual simulations with ease. Whether you are working on high-resolution projects or multi-display setups, this GPU can deliver the performance and reliability required for professional-grade work. Overall, the NVIDIA Quadro K1200 GPU is a capable and versatile solution for professionals in need of a high-performance graphics card. Its combination of speed, memory capacity, and energy efficiency makes it a valuable asset for a wide range of professional applications.

Basic

Label Name
NVIDIA
Platform
Professional
Launch Date
January 2015
Model Name
Quadro K1200
Generation
Quadro
Base Clock
1058MHz
Boost Clock
1124MHz
Bus Interface
PCIe 2.0 x16
Transistors
1,870 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.
32
Foundry
TSMC
Process Size
28 nm
Architecture
Maxwell

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.
128bit
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.
80.00 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.
17.98 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.
35.97 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.
35.97 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.
1.128 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.
512
L1 Cache
64 KB (per SMM)
L2 Cache
2MB
TDP
45W
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 (11_0)
CUDA
5.0
Power Connectors
None
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.
16
Suggested PSU
200W

Benchmarks

FP32 (float)
Score
1.128 TFLOPS

Compared to Other GPU

FP32 (float) / TFLOPS
1.175 +4.2%
1.153 +2.2%
1.128
1.067 -5.4%