NVIDIA Quadro P2000 Mobile

NVIDIA Quadro P2000 Mobile

About GPU

The NVIDIA Quadro P2000 Mobile GPU is a powerful and versatile graphics processing unit that is designed for professional use. With a base clock of 1291MHz and a boost clock of 1291MHz, this GPU delivers fast and responsive performance for demanding professional applications. The 1152 shading units and 1280KB L2 cache ensure smooth and accurate rendering of complex images and videos. The 75W TDP ensures efficient power usage, making it suitable for use in mobile workstations without draining the battery quickly. The 2.974 TFLOPS theoretical performance of this GPU means that it can handle intensive tasks such as 3D rendering, video editing, and VR content creation with ease. The 4GB of GDDR5 memory and a memory clock of 1502MHz provide ample memory bandwidth for handling large datasets and textures, resulting in faster rendering times and smoother performance in professional applications. Its professional-grade reliability and support from NVIDIA make it a trusted choice for professionals in industries such as architecture, engineering, and content creation. Overall, the NVIDIA Quadro P2000 Mobile GPU offers outstanding performance and reliability for professional applications, making it a solid choice for those in need of a high-performance mobile workstation GPU. Its efficient power usage, ample memory bandwidth, and strong theoretical performance make it a valuable tool for demanding professional workflows.

Basic

Label Name
NVIDIA
Platform
Professional
Launch Date
February 2019
Model Name
Quadro P2000 Mobile
Generation
Quadro Mobile
Base Clock
1291MHz
Boost Clock
1291MHz
Bus Interface
PCIe 3.0 x16
Transistors
4,400 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.
72
Foundry
TSMC
Process Size
16 nm
Architecture
Pascal

Memory Specifications

Memory Size
GB
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
1502MHz
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.
96.13 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.
41.31 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.
92.95 GTexel/s
FP16 (half)
?
An important metric for measuring GPU performance is floating-point computing capability. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable. 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.
46.48 GFLOPS
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.
92.95 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.
3.033 TFLOPS

Miscellaneous

SM Count
?
Multiple Streaming Processors (SPs), along with other resources, form a Streaming Multiprocessor (SM), which is also referred to as a GPU's major core. These additional resources include components such as warp schedulers, registers, and shared memory. The SM can be considered the heart of the GPU, similar to a CPU core, with registers and shared memory being scarce resources within the SM.
9
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.
1152
L1 Cache
48 KB (per SM)
L2 Cache
1280KB
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
6.1
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

Benchmarks

FP32 (float)
Score
3.033 TFLOPS
Blender
Score
205
OctaneBench
Score
57

Compared to Other GPU

FP32 (float) / TFLOPS
3.266 +7.7%
3.136 +3.4%
Blender
1436 +600.5%
258 +25.9%
OctaneBench
123 +115.8%
69 +21.1%