NVIDIA Quadro K4000M
About GPU
The NVIDIA Quadro K4000M GPU is a professional-grade graphics processing unit designed for high-performance computing. With 4GB of GDDR5 memory and a memory clock of 700MHz, this GPU is capable of handling complex graphics and data-intensive tasks with ease. The 960 shading units and 512KB of L2 cache contribute to its exceptional performance, making it suitable for demanding professional applications such as 3D rendering, CAD/CAM, and scientific simulations.
One of the standout features of the Quadro K4000M is its power efficiency, with a TDP of 100W. This means that it can deliver high performance without consuming excessive power, making it a cost-effective choice for workstation users. Additionally, the GPU's theoretical performance of 1.154 TFLOPS ensures fast and reliable processing of complex calculations, further adding to its appeal for professionals in various industries.
In practical terms, the Quadro K4000M delivers excellent graphics performance and reliability, making it a solid choice for professionals who require a GPU that can handle demanding workloads. Its 4GB of memory provides ample space for handling large datasets and complex visualizations, while the high memory clock ensures smooth and responsive graphics rendering.
Overall, the NVIDIA Quadro K4000M GPU offers impressive performance, power efficiency, and reliability, making it a valuable asset for professionals working with resource-intensive applications. Whether it's 3D design, visual effects, or scientific simulations, this GPU is well-equipped to meet the needs of demanding professional users.
Basic
Label Name
NVIDIA
Platform
Professional
Launch Date
June 2012
Model Name
Quadro K4000M
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.
80
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
700MHz
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.
89.60 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.
12.02 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.
48.08 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.
48.08 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.
1.131
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.
960
L1 Cache
16 KB (per SMX)
L2 Cache
512KB
TDP
100W
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
1.131
TFLOPS
Blender
Score
88
OctaneBench
Score
20
Compared to Other GPU
FP32 (float)
/ TFLOPS
Blender
OctaneBench