NVIDIA Quadro M6000

NVIDIA Quadro M6000

About GPU

The NVIDIA Quadro M6000 GPU is a powerhouse of a graphics processing unit designed for professional use. With a base clock speed of 988MHz and a boost clock speed of 1114MHz, the M6000 is capable of delivering blistering performance for professional applications. Its 12GB of GDDR5 memory, operating at a clock speed of 1653MHz, ensures that it can handle the most demanding tasks with ease. One of the standout features of the Quadro M6000 is its 3072 shading units, which allow for complex rendering and visual effects to be handled efficiently. This, coupled with its 3MB of L2 cache, results in smooth and responsive performance in professional applications. The M6000 has a TDP of 250W, meaning it requires a substantial amount of power to operate at its full potential. However, this is a tradeoff for the immense performance it delivers. With a theoretical performance of 6.844 TFLOPS, the M6000 is more than capable of handling even the most demanding workflows in fields such as animation, 3D rendering, and video production. Overall, the NVIDIA Quadro M6000 GPU is a top-of-the-line professional graphics card that delivers exceptional performance and reliability. Its high memory capacity, efficient shading units, and impressive theoretical performance make it a fantastic choice for professionals in need of a GPU that can handle even the most demanding tasks with ease.

Basic

Label Name
NVIDIA
Platform
Professional
Launch Date
March 2015
Model Name
Quadro M6000
Generation
Quadro
Base Clock
988MHz
Boost Clock
1114MHz
Bus Interface
PCIe 3.0 x16
Transistors
8,000 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.
192
Foundry
TSMC
Process Size
28 nm
Architecture
Maxwell 2.0

Memory Specifications

Memory Size
12GB
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.
384bit
Memory Clock
1653MHz
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.
317.4 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.
106.9 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.
213.9 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.
213.9 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.
6.707 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.
3072
L1 Cache
48 KB (per SMM)
L2 Cache
3MB
TDP
250W
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
1x 8-pin
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.
96
Suggested PSU
600W

Benchmarks

FP32 (float)
Score
6.707 TFLOPS

Compared to Other GPU

FP32 (float) / TFLOPS
7.395 +10.3%
7.025 +4.7%
6.707
6.531 -2.6%