NVIDIA Quadro M3000 SE
About GPU
The NVIDIA Quadro M3000 SE is a professional-grade GPU that offers impressive performance and reliability for professional workstations. With a base clock speed of 823MHz and a boost clock speed of 924MHz, this GPU is capable of handling demanding workloads with ease. The 4GB of GDDR5 memory and a memory clock speed of 1253MHz ensure smooth and efficient operation, even when working with large and complex datasets.
The Quadro M3000 SE features 1024 shading units and 2MB of L2 cache, enabling it to handle complex visualizations and simulations with ease. With a TDP of 75W, this GPU offers a good balance of performance and power efficiency, making it suitable for a wide range of professional applications.
One of the standout features of the Quadro M3000 SE is its theoretical performance of 1.892 TFLOPS, which makes it well-suited for tasks such as 3D rendering, video editing, and CAD/CAM applications. Whether you're a content creator, engineer, or designer, this GPU offers the performance and reliability you need to bring your ideas to life.
Overall, the NVIDIA Quadro M3000 SE is a solid choice for professionals in need of a high-performance GPU for their workstations. Its powerful performance, efficient design, and reliability make it a great investment for those looking to take their professional workflows to the next level.
Basic
Label Name
NVIDIA
Platform
Professional
Launch Date
October 2016
Model Name
Quadro M3000 SE
Generation
Quadro
Base Clock
823MHz
Boost Clock
924MHz
Bus Interface
PCIe 3.0 x16
Transistors
5,200 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.
64
Foundry
TSMC
Process Size
28 nm
Architecture
Maxwell 2.0
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
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.
160.4 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.
29.57 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.
59.14 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.
59.14 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.
1.854
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.
1024
L1 Cache
48 KB (per SMM)
L2 Cache
2MB
TDP
75W
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 (12_1)
CUDA
5.2
Power Connectors
None
Shader Model
6.4
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
250W
Benchmarks
FP32 (float)
Score
1.854
TFLOPS
Compared to Other GPU
FP32 (float)
/ TFLOPS