NVIDIA Quadro K5000M

NVIDIA Quadro K5000M

About GPU

The NVIDIA Quadro K5000M is a professional-grade GPU designed for demanding computational and graphical tasks. With a memory size of 4GB and a memory type of GDDR5, this GPU provides ample storage and high-speed data transfer capabilities, making it suitable for handling large and complex datasets in professional applications. With a memory clock speed of 750MHz and 1344 shading units, the Quadro K5000M is capable of delivering high-quality graphics and smooth rendering, making it well-suited for tasks such as 3D modeling, animation, and video editing. The 512KB L2 cache further enhances the GPU's performance by reducing data access times and improving overall efficiency. With a TDP of 100W and a theoretical performance of 1.615 TFLOPS, the Quadro K5000M strikes a good balance between power consumption and performance, making it a viable option for professionals who require high levels of computing power without sacrificing energy efficiency. Overall, the NVIDIA Quadro K5000M is a reliable and powerful GPU that is well-suited for professionals working in fields such as engineering, design, and content creation. Its robust performance and efficient design make it a valuable asset for those who require high levels of graphical and computational power in their work.

Basic

Label Name
NVIDIA
Platform
Professional
Launch Date
August 2012
Model Name
Quadro K5000M
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.
112
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
750MHz
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.
96.00 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.
16.83 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.
67.31 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.
67.31 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.
1.647 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.
1344
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
1.647 TFLOPS

Compared to Other GPU

FP32 (float) / TFLOPS
1.8 +9.3%
1.567 -4.9%