NVIDIA Quadro P3000 Mobile
About GPU
The NVIDIA Quadro P3000 Mobile GPU is a powerful and efficient professional platform that offers exceptional performance for a variety of graphics-intensive applications. With a base clock speed of 1088MHz and a boost clock speed of 1215MHz, this GPU provides fast and smooth operation, even when handling complex visual tasks.
With 6GB of GDDR5 memory and a memory clock speed of 1753MHz, the Quadro P3000 offers ample power for handling large datasets and demanding workloads. The 1280 shading units and 1536KB of L2 cache ensure that graphics rendering is both efficient and accurate, delivering stunning visuals without sacrificing speed.
Despite its impressive performance capabilities, the Quadro P3000 remains relatively energy-efficient, with a TDP of 75W. This makes it an excellent choice for professionals who need reliable and consistent performance without excessive power consumption.
Theoretical performance of 3.11 TFLOPS means that the Quadro P3000 is more than capable of handling demanding tasks such as 3D rendering, video editing, and virtual reality development. This GPU is well-suited for professionals in industries such as architecture, engineering, and design, where high-quality graphics and dependable performance are essential.
Overall, the NVIDIA Quadro P3000 Mobile GPU offers a winning combination of power, efficiency, and reliability, making it an excellent choice for professionals in need of top-tier graphics performance. Whether you're working on complex 3D models or editing high-resolution video, the Quadro P3000 delivers the performance you need to bring your vision to life.
Basic
Label Name
NVIDIA
Platform
Professional
Launch Date
January 2017
Model Name
Quadro P3000 Mobile
Generation
Quadro Mobile
Base Clock
1088MHz
Boost Clock
1215MHz
Bus Interface
MXM-B (3.0)
Transistors
7,200 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
16 nm
Architecture
Pascal
Memory Specifications
Memory Size
6GB
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.
192bit
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.
168.3 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.
58.32 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.
97.20 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.
48.60 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.
97.20 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.
3.048
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.
10
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 SM)
L2 Cache
1536KB
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.
48
Benchmarks
FP32 (float)
Score
3.048
TFLOPS
Blender
Score
277
OctaneBench
Score
57
Compared to Other GPU
FP32 (float)
/ TFLOPS
Blender
OctaneBench