NVIDIA Quadro T1000 Max Q
About GPU
The NVIDIA Quadro T1000 Max Q GPU is a strong, professional-grade graphics processing unit that delivers excellent performance for a wide range of professional applications. With a base clock of 765MHz and a boost clock of 1350MHz, this GPU offers solid clock speeds and smooth performance.
Equipped with 4GB of GDDR5 memory, the Quadro T1000 Max Q is capable of handling large and complex datasets with ease. The memory clock speed of 1250MHz further enhances its ability to handle high-resolution textures and complex simulations. With 896 shading units and 1024KB of L2 cache, this GPU is able to handle a variety of rendering and computation tasks efficiently.
One of the standout features of the Quadro T1000 Max Q is its low TDP of 50W, making it an energy-efficient solution for professional workstations. This allows for a cooler and quieter running system, making it suitable for a wide range of work environments.
With a theoretical performance of 2.419 TFLOPS, the Quadro T1000 Max Q offers excellent performance for professional 3D rendering, CAD applications, and scientific simulations. Its solid performance and energy efficiency make it a great choice for professionals looking for a reliable and powerful GPU.
Overall, the NVIDIA Quadro T1000 Max Q GPU is a solid choice for professionals in need of a high-performance, energy-efficient graphics solution for their workstations. Its strong performance and efficient design make it well-suited for a variety of professional applications.
Basic
Label Name
NVIDIA
Platform
Professional
Launch Date
May 2019
Model Name
Quadro T1000 Max Q
Generation
Quadro Mobile
Base Clock
765MHz
Boost Clock
1350MHz
Bus Interface
PCIe 3.0 x16
Transistors
4,700 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.
56
Foundry
TSMC
Process Size
12 nm
Architecture
Turing
Memory Specifications
Memory Size
4GB
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
1250MHz
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.
80.00 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.
43.20 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.
75.60 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.
4.838 TFLOPS
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.
75.60 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.
2.467
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.
896
L1 Cache
64 KB (per SM)
L2 Cache
1024KB
TDP
50W
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
7.5
Power Connectors
None
Shader Model
6.6
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
2.467
TFLOPS
OctaneBench
Score
56
Compared to Other GPU
FP32 (float)
/ TFLOPS
OctaneBench