NVIDIA Quadro P3200 Mobile

NVIDIA Quadro P3200 Mobile

About GPU

The NVIDIA Quadro P3200 Mobile GPU is a powerful professional-grade graphics card that offers exceptional performance for demanding tasks such as 3D rendering, video editing, and CAD design. With a base clock of 1328MHz and a boost clock of 1543MHz, this GPU delivers fast and smooth graphics processing, making it suitable for high-end, graphics-intensive applications. Equipped with 6GB of GDDR5 memory and a memory clock of 1753MHz, the Quadro P3200 provides ample memory bandwidth to handle large datasets and complex visualizations with ease. Its 1792 shading units and 1536KB of L2 cache further enhance its processing capabilities, ensuring efficient handling of complex graphics workloads. With a TDP of 75W and a theoretical performance of 5.53 TFLOPS, the Quadro P3200 strikes a good balance between power efficiency and raw processing power, making it a suitable choice for mobile workstations and laptops where energy consumption and thermal management are critical considerations. Overall, the NVIDIA Quadro P3200 Mobile GPU offers exceptional performance and reliability for professional users who require high-end graphics capabilities on the go. Its impressive specifications and power efficiency make it a top choice for professionals in fields such as architecture, engineering, and digital content creation. Whether it's handling complex 3D models or rendering high-resolution videos, the Quadro P3200 delivers the performance and stability needed to tackle the most demanding graphics tasks.

Basic

Label Name
NVIDIA
Platform
Professional
Launch Date
February 2018
Model Name
Quadro P3200 Mobile
Generation
Quadro Mobile
Base Clock
1328MHz
Boost Clock
1543MHz
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.
112
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.
98.75 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.
172.8 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.
86.41 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.
172.8 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.
5.419 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.
14
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.
1792
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.
64

Benchmarks

FP32 (float)
Score
5.419 TFLOPS

Compared to Other GPU

FP32 (float) / TFLOPS
5.7 +5.2%
5.546 +2.3%
5.198 -4.1%
5.133 -5.3%