NVIDIA Quadro M5500 Mobile

NVIDIA Quadro M5500 Mobile

About GPU

The NVIDIA Quadro M5500 Mobile GPU is a powerful and efficient GPU designed for professional use. With a base clock of 1140MHz and a boost clock of 1165MHz, this GPU provides fast and reliable performance for demanding professional workloads. The 8GB of GDDR5 memory and a memory clock of 1753MHz ensures smooth and seamless operation for graphics-intensive applications. With 2048 shading units and 2MB of L2 cache, the Quadro M5500 delivers high-quality graphics and realistic visuals. It has a TDP of 150W, which makes it an energy-efficient option for mobile workstations. Its theoretical performance of 4.772 TFLOPS further solidifies its ability to handle complex and resource-intensive tasks with ease. The Quadro M5500 is an ideal choice for professionals in industries such as design, animation, engineering, and scientific research. It provides the necessary power and performance to handle 3D rendering, CAD design, video editing, and virtual reality applications. The GPU's reliability and stability make it a valuable asset for professionals who require consistent and accurate results. Overall, the NVIDIA Quadro M5500 Mobile GPU offers exceptional performance, advanced features, and reliable operation, making it a top choice for professionals in need of a high-performance mobile workstation GPU. Its impressive specifications and capabilities make it a worthy investment for those seeking uncompromising performance in a professional setting.

Basic

Label Name
NVIDIA
Platform
Professional
Launch Date
April 2016
Model Name
Quadro M5500 Mobile
Generation
Quadro Mobile
Base Clock
1140MHz
Boost Clock
1165MHz
Bus Interface
MXM-B (3.0)
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.
128
Foundry
TSMC
Process Size
28 nm
Architecture
Maxwell 2.0

Memory Specifications

Memory Size
8GB
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
1753MHz
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.
224.4 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.
74.56 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.
149.1 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.
149.1 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.
4.677 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.
2048
L1 Cache
48 KB (per SMM)
L2 Cache
2MB
TDP
150W
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
4.677 TFLOPS

Compared to Other GPU

FP32 (float) / TFLOPS
4.922 +5.2%
4.841 +3.5%
4.463 -4.6%
4.303 -8%