NVIDIA Quadro M620 Mobile
About GPU
The NVIDIA Quadro M620 Mobile GPU is a professional-grade graphics processing unit that offers reliable and efficient performance for a variety of professional applications. With a base clock of 756MHz and a boost clock of 977MHz, this GPU provides users with the speed and power necessary to handle demanding tasks with ease.
With a memory size of 2GB and a memory type of GDDR5, the Quadro M620 delivers high bandwidth and low latency for seamless and fluid graphics rendering. The 1253MHz memory clock ensures fast data transfer rates, allowing for smoother operation and improved productivity.
The GPU features 512 shading units and 2MB of L2 cache, providing ample processing power and efficient data storage for complex graphics and computation tasks. With a thermal design power of 30W, the Quadro M620 offers a good balance of performance and power efficiency.
The theoretical performance of 1 TFLOPS makes this GPU an ideal choice for professionals working in fields such as 3D rendering, animation, video editing, and computer-aided design (CAD). Whether you are a graphic designer, video editor, or engineer, the Quadro M620 can handle your professional workload with ease.
In conclusion, the NVIDIA Quadro M620 Mobile GPU offers strong performance, efficient power consumption, and robust capabilities for professional applications. It is a reliable and versatile choice for professionals seeking high-quality graphics processing power.
Basic
Label Name
NVIDIA
Platform
Professional
Launch Date
January 2017
Model Name
Quadro M620 Mobile
Generation
Quadro Mobile
Base Clock
756MHz
Boost Clock
977MHz
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.
32
Foundry
TSMC
Process Size
28 nm
Architecture
Maxwell
Memory Specifications
Memory Size
2GB
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.
15.63 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.
31.26 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.
31.26 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.
0.98
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.
512
L1 Cache
64 KB (per SMM)
L2 Cache
2MB
TDP
30W
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
0.98
TFLOPS
OctaneBench
Score
26
Compared to Other GPU
FP32 (float)
/ TFLOPS
OctaneBench