NVIDIA Quadro K5000

NVIDIA Quadro K5000

About GPU

The NVIDIA Quadro K5000 is a professional-grade GPU designed for high-performance computing and graphics-intensive applications. With 4GB of GDDR5 memory and a memory clock of 1350MHz, it offers fast and efficient processing for large datasets and complex visualizations. The 1536 shading units provide excellent rendering capabilities, making it ideal for 3D modeling, animation, and CAD/CAM applications. One of the key features of the Quadro K5000 is its L2 cache of 512KB, which helps to reduce latency and improve overall system performance. With a TDP of 122W, it is a power-efficient option for professional workstations, ensuring reliable and consistent performance without excessive energy consumption. In terms of performance, the Quadro K5000 offers a theoretical performance of 2.169 TFLOPS, making it suitable for demanding tasks such as real-time simulations, virtual reality, and video editing. Its high memory bandwidth and processing power enable smooth and responsive workflows, allowing professionals to work with large and complex projects with ease. Overall, the NVIDIA Quadro K5000 is a reliable and powerful GPU for professionals in industries such as architecture, engineering, media and entertainment, and scientific research. Its combination of high memory capacity, efficient processing, and reliable performance make it a valuable asset for demanding computing and visualization tasks.

Basic

Label Name
NVIDIA
Platform
Professional
Launch Date
August 2012
Model Name
Quadro K5000
Generation
Quadro
Bus Interface
PCIe 2.0 x16
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.
128
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
1350MHz
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.
172.8 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.
22.59 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.
90.37 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.
90.37 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.
2.212 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.
1536
L1 Cache
16 KB (per SMX)
L2 Cache
512KB
TDP
122W
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
Power Connectors
1x 6-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
300W

Benchmarks

FP32 (float)
Score
2.212 TFLOPS
OctaneBench
Score
29

Compared to Other GPU

FP32 (float) / TFLOPS
2.335 +5.6%
2.212
2.157 -2.5%
2.099 -5.1%
OctaneBench
123 +324.1%
69 +137.9%