NVIDIA Quadro M2000M
About GPU
The NVIDIA Quadro M2000M GPU is a professional-grade graphics processing unit designed for high-performance workstations. With a base clock of 1029MHz and a boost clock of 1098MHz, this GPU is capable of handling demanding tasks with ease. The 4GB of GDDR5 memory and a memory clock of 1253MHz ensure smooth and efficient performance when working with large datasets and complex visualizations.
The Quadro M2000M features 640 shading units, providing ample parallel processing power for rendering and other graphics-intensive workflows. The 2MB of L2 cache helps to minimize data access times, further enhancing overall performance. Additionally, with a TDP of 55W, this GPU strikes a good balance between power efficiency and performance.
The theoretical performance of 1.405 TFLOPS makes the Quadro M2000M suitable for a wide range of professional applications, including computer-aided design (CAD), 3D modeling, rendering, and animation. Its reliable performance and stability make it well-suited for professionals who rely on their workstation for critical tasks.
Overall, the NVIDIA Quadro M2000M GPU offers a compelling combination of performance, memory capacity, and power efficiency, making it a solid choice for professionals in need of a graphics solution that can handle demanding workloads with ease. Whether used for content creation, visualization, or design, this GPU delivers the performance and reliability that professionals require.
Basic
Label Name
NVIDIA
Platform
Professional
Launch Date
December 2015
Model Name
Quadro M2000M
Generation
Quadro Mobile
Base Clock
1029MHz
Boost Clock
1098MHz
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.
40
Foundry
TSMC
Process Size
28 nm
Architecture
Maxwell
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.
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.
17.57 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.
43.92 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.
43.92 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.
1.377
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.
640
L1 Cache
64 KB (per SMM)
L2 Cache
2MB
TDP
55W
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
1.377
TFLOPS
Blender
Score
139
OctaneBench
Score
33
Compared to Other GPU
FP32 (float)
/ TFLOPS
Blender
OctaneBench