NVIDIA Quadro M1000M
About GPU
The NVIDIA Quadro M1000M is a professional-grade GPU designed for professional workstations and laptops. With a memory size of 2GB and GDDR5 memory type, it offers fast and reliable performance for a variety of professional applications. The 1253MHz memory clock ensures smooth and efficient operation, while the 512 shading units and 2MB L2 cache provide the necessary power for complex graphical tasks.
The Quadro M1000M is particularly well-suited for professional 3D rendering and design, as well as video editing and other graphics-intensive work. Its 1.017 TFLOPS theoretical performance ensures that even the most demanding applications run smoothly and efficiently, making it a valuable tool for professionals in fields such as architecture, engineering, and media production.
With a TDP of 40W, the Quadro M1000M strikes a good balance between performance and power efficiency, making it suitable for use in a variety of workstation and laptop configurations. Its reliable performance and compatibility with a wide range of professional software make it a popular choice for professionals looking for a GPU that can handle their demanding workloads.
Overall, the NVIDIA Quadro M1000M is a solid choice for professionals in need of a reliable and efficient GPU for their workstations or laptops. Its combination of high performance, power efficiency, and compatibility with professional software make it a valuable tool for a variety of professional applications.
Basic
Label Name
NVIDIA
Platform
Professional
Launch Date
August 2015
Model Name
Quadro M1000M
Generation
Quadro Mobile
Bus Interface
MXM-A (3.0)
Transistors
1,870 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.
32
Foundry
TSMC
Process Size
28 nm
Architecture
Maxwell
Memory Specifications
Memory Size
2GB
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.
128bit
Memory Clock
1253MHz
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.
80.19 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.
15.89 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.
31.78 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.
31.78 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.
0.997
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.
512
L1 Cache
64 KB (per SMM)
L2 Cache
2MB
TDP
40W
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.
1.3
OpenCL Version
3.0
OpenGL
4.6
DirectX
12 (11_0)
CUDA
5.0
Power Connectors
None
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.
16
Benchmarks
FP32 (float)
Score
0.997
TFLOPS
Blender
Score
126
OctaneBench
Score
27
OpenCL
Score
8849
Compared to Other GPU
FP32 (float)
/ TFLOPS
Blender
OctaneBench
OpenCL