NVIDIA Quadro K3100M

NVIDIA Quadro K3100M

About GPU

The NVIDIA Quadro K3100M is a professional-grade GPU designed for demanding 3D rendering, CAD, and video editing applications. With 4GB of GDDR5 memory, a memory clock of 800MHz, and a shading unit count of 768, this GPU is well-equipped to handle large and complex datasets with ease. One of the standout features of the Quadro K3100M is its low TDP of 75W, which makes it a suitable choice for mobile workstations without sacrificing performance. Despite its relatively low power consumption, the K3100M offers a theoretical performance of 1.084 TFLOPS, ensuring smooth and reliable performance for graphics-intensive tasks. The 512KB L2 cache further enhances the GPU's ability to handle large datasets efficiently, while also contributing to overall performance improvements. The K3100M is also certified to work with a wide range of professional applications, making it a versatile choice for professionals in various industries. Overall, the NVIDIA Quadro K3100M is a solid choice for professionals who require a GPU with a balance of performance, power efficiency, and reliability. Its 4GB of GDDR5 memory, high shading unit count, and low TDP make it well-suited for demanding workloads, while its certification for professional applications adds to its appeal. Whether for 3D rendering, CAD, or video editing, the Quadro K3100M is a capable and reliable GPU choice.

Basic

Label Name
NVIDIA
Platform
Professional
Launch Date
July 2013
Model Name
Quadro K3100M
Generation
Quadro Mobile
Bus Interface
MXM-B (3.0)
Transistors
3,540 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.
64
Foundry
TSMC
Process Size
28 nm
Architecture
Kepler

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
800MHz
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.
102.4 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.
11.30 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.
45.18 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.
45.18 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.
1.106 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.
768
L1 Cache
16 KB (per SMX)
L2 Cache
512KB
TDP
75W
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.
1.1
OpenCL Version
3.0
OpenGL
4.6
DirectX
12 (11_0)
CUDA
3.0
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

Benchmarks

FP32 (float)
Score
1.106 TFLOPS

Compared to Other GPU

FP32 (float) / TFLOPS
1.17 +5.8%
1.142 +3.3%
1.072 -3.1%
1.037 -6.2%