NVIDIA Quadro K6000 SDI

NVIDIA Quadro K6000 SDI

About GPU

The NVIDIA Quadro K6000 SDI GPU is a powerful and high-performance graphics processing unit designed for professional use. With a massive 12GB of GDDR5 memory, this GPU is well-equipped to handle even the most demanding tasks in fields such as 3D rendering, video editing, and graphic design. The 2880 shading units and 1536KB L2 cache of the Quadro K6000 SDI GPU allow for smooth and seamless rendering of complex visuals and graphics. This GPU also boasts a memory clock speed of 1502MHz, providing fast and efficient data processing. With a TDP of 239W, this GPU is energy-efficient, making it suitable for long hours of professional use without causing excessive strain on the system. The theoretical performance of 5.196 TFLOPS ensures that the Quadro K6000 SDI GPU can handle heavy workloads and deliver high-quality, detailed graphics with ease. This GPU is ideal for professionals working in industries such as film and television production, architecture, and engineering, where high-quality visuals are a priority. Overall, the NVIDIA Quadro K6000 SDI GPU is a top-of-the-line graphics processing unit that offers exceptional performance and reliability for professional use. Its impressive memory size, high shading unit count, and efficient energy consumption make it a valuable asset for professionals working with demanding visual tasks.

Basic

Label Name
NVIDIA
Platform
Professional
Launch Date
July 2013
Model Name
Quadro K6000 SDI
Generation
Quadro
Bus Interface
PCIe 3.0 x16
Transistors
7,080 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.
240
Foundry
TSMC
Process Size
28 nm
Architecture
Kepler

Memory Specifications

Memory Size
12GB
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.
384bit
Memory Clock
1502MHz
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.
288.4 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.
54.12 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.
216.5 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.
1.732 TFLOPS
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.
5.092 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.
2880
L1 Cache
16 KB (per SMX)
L2 Cache
1536KB
TDP
239W
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
3.5
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.
48
Suggested PSU
550W

Benchmarks

FP32 (float)
Score
5.092 TFLOPS

Compared to Other GPU

FP32 (float) / TFLOPS
5.222 +2.6%
5.147 +1.1%
4.945 -2.9%
4.883 -4.1%