NVIDIA Quadro M4000M
About GPU
The NVIDIA Quadro M4000M GPU is a professional-grade graphics processing unit designed for high-performance and reliability. With a memory size of 4GB and GDDR5 memory type, this GPU is capable of handling complex graphics and computing tasks with ease. The high memory clock speed of 1253MHz ensures smooth and fast rendering of graphics, making it suitable for demanding professional applications such as CAD, 3D rendering, and scientific simulations.
With 1280 shading units and 2MB L2 cache, the Quadro M4000M delivers impressive performance and efficiency, allowing users to work with large datasets and complex visualizations without experiencing slowdowns or lag. The TDP of 100W makes it a power-efficient option, reducing power consumption and heat generation while maintaining high performance.
The theoretical performance of 2.496 TFLOPS showcases the GPU's capability to handle compute-intensive workloads with ease, providing users with the power and speed required for professional applications.
Overall, the NVIDIA Quadro M4000M GPU is a reliable and high-performance option for professionals in the fields of engineering, design, and scientific research. Its robust features, efficient design, and impressive performance make it a valuable tool for users who demand high-quality graphics and compute capabilities. Whether used for design visualization, simulation, or content creation, the Quadro M4000M delivers the power and reliability needed for demanding professional workloads.
Basic
Label Name
NVIDIA
Platform
Professional
Launch Date
August 2015
Model Name
Quadro M4000M
Generation
Quadro Mobile
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.
80
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.
62.40 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.
78.00 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.
78.00 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.
2.446
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.
1280
L1 Cache
48 KB (per SMM)
L2 Cache
2MB
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.
1.3
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.
64
Benchmarks
FP32 (float)
Score
2.446
TFLOPS
OctaneBench
Score
67
Compared to Other GPU
FP32 (float)
/ TFLOPS
OctaneBench