NVIDIA Quadro K5000 Mac Edition

NVIDIA Quadro K5000 Mac Edition

About GPU

The NVIDIA Quadro K5000 Mac Edition GPU is a powerhouse for professional users seeking high-performance graphics for demanding tasks. With 4GB of GDDR5 memory and a memory clock of 1350MHz, this GPU is capable of handling complex graphics and video editing projects with ease. The 1536 shading units and 512KB L2 cache contribute to the GPU's impressive performance, allowing for smooth rendering and real-time playback of high-resolution content. Whether you're working on 3D modeling, animation, or visual effects, the Quadro K5000 Mac Edition provides the necessary horsepower to tackle intensive workloads. One of the key advantages of the Quadro K5000 Mac Edition is its compatibility with Mac systems, making it an attractive option for professionals in creative industries who rely on Apple hardware. Its 2.169 TFLOPS of theoretical performance ensures that users can achieve efficient and reliable results, even when dealing with the most demanding tasks. The 122W TDP ensures that the GPU strikes a balance between performance and power efficiency, making it suitable for use in a range of Mac workstations. Overall, the NVIDIA Quadro K5000 Mac Edition GPU offers exceptional performance and reliability for professional users who require a high-end graphics solution for their workflow. Its compatibility with Mac systems and robust feature set make it a compelling choice for creative and technical professionals alike.

Basic

Label Name
NVIDIA
Platform
Professional
Launch Date
August 2012
Model Name
Quadro K5000 Mac Edition
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.
2.126 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
2.126 TFLOPS

Compared to Other GPU

FP32 (float) / TFLOPS
2.243 +5.5%
2.181 +2.6%
2.046 -3.8%
2.01 -5.5%