NVIDIA Quadro P4000 Max Q

NVIDIA Quadro P4000 Max Q

About GPU

The NVIDIA Quadro P4000 Max Q GPU is a powerful and efficient solution for professional-grade graphics and rendering tasks. With a base clock of 1114MHz and a boost clock of 1228MHz, this GPU delivers fast and responsive performance for demanding applications. The 8GB of GDDR5 memory and a memory clock of 1502MHz ensure ample memory bandwidth for handling large and complex datasets. The 1792 shading units and 2MB of L2 cache further enhance the GPU's ability to handle complex graphics workloads. One of the standout features of the Quadro P4000 Max Q is its high theoretical performance of 4.401 TFLOPS, which makes it well-suited for tasks such as 3D modeling, animation, visual effects, and virtual reality applications. Additionally, the GPU's low TDP of 100W ensures that it can operate efficiently without consuming excessive power or generating excessive heat. The Quadro P4000 Max Q is an excellent choice for professionals in industries such as architecture, engineering, design, and entertainment, where reliable and high-performance graphics capabilities are essential. Whether you're working with complex CAD models, creating intricate visual effects, or developing virtual reality experiences, this GPU provides the power and efficiency needed to tackle the most demanding projects. Overall, the NVIDIA Quadro P4000 Max Q GPU is a top-tier solution for professionals who require high-performance graphics for their work. Its combination of speed, memory capacity, and power efficiency makes it an ideal choice for a wide range of professional applications.

Basic

Label Name
NVIDIA
Platform
Professional
Launch Date
January 2017
Model Name
Quadro P4000 Max Q
Generation
Quadro Mobile
Base Clock
1114MHz
Boost Clock
1228MHz
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
8GB
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.
256bit
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.
192.3 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.
78.59 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.
137.5 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.
68.77 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.
137.5 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.
4.489 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
2MB
TDP
100W
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
4.489 TFLOPS

Compared to Other GPU

FP32 (float) / TFLOPS
4.841 +7.8%
4.306 -4.1%
4.252 -5.3%