NVIDIA Quadro P4000 Mobile
About GPU
The NVIDIA Quadro P4000 Mobile GPU is a professional-grade graphics card designed for high performance in demanding applications such as 3D modeling, CAD design, and video editing. With its 8GB of GDDR5 memory and 1792 shading units, this GPU is powerful enough to handle complex tasks and data-heavy workloads with ease.
The memory clock speed of 1502MHz and a 2MB L2 cache contribute to the overall efficiency of the GPU, enabling faster data processing and rendering. Additionally, the Quadro P4000 boasts a TDP of 100W, making it suitable for mobile workstations without compromising on power consumption.
The theoretical performance of 4.398 TFLOPS demonstrates the GPU's capability to deliver high-quality graphics and smooth rendering in real-time. This is crucial for professionals who rely on accurate and detailed visualizations for their projects.
Overall, the NVIDIA Quadro P4000 Mobile GPU offers a balance of power and efficiency, making it a reliable choice for professionals working in fields such as architecture, engineering, and content creation. Its robust specifications and performance make it an ideal choice for those who require a high-end GPU for their demanding workloads.
In conclusion, the NVIDIA Quadro P4000 Mobile GPU is a solid option for professionals seeking a powerful and reliable graphics card for their mobile workstations. Its impressive specs and performance make it a valuable investment for those in need of top-notch graphics capabilities.
Basic
Label Name
NVIDIA
Platform
Professional
Launch Date
January 2017
Model Name
Quadro P4000 Mobile
Generation
Quadro Mobile
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.
78.53 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.
137.4 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.
68.71 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.
137.4 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.
4.31
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
4.31
TFLOPS
Compared to Other GPU
FP32 (float)
/ TFLOPS