NVIDIA Quadro T1000 Mobile

NVIDIA Quadro T1000 Mobile

About GPU

The NVIDIA Quadro T1000 Mobile GPU is a versatile and powerful graphics card designed for professional use. With a base clock of 1395MHz and a boost clock of 1455MHz, this GPU delivers exceptional performance for demanding workloads. The 4GB of GDDR5 memory, operating at 2001MHz, ensures smooth and responsive multitasking, even when working with large and complex datasets. One of the standout features of the Quadro T1000 is its 896 shading units, which enable it to handle complex rendering and calculations with ease. The 1024KB L2 cache further enhances its performance by reducing latency and improving overall system responsiveness. With a TDP of 50W, the Quadro T1000 strikes a good balance between power consumption and performance, making it suitable for a wide range of professional applications. The theoretical performance of 2.607 TFLOPS ensures that the Quadro T1000 can handle even the most demanding professional workloads, such as 3D rendering, video editing, and computer-aided design. Whether you are a content creator, engineer, or architect, this GPU has the capabilities to meet your needs. Overall, the NVIDIA Quadro T1000 Mobile GPU is a highly capable and reliable graphics card that offers excellent performance for professional use. Its combination of high clock speeds, ample memory, and efficient power consumption make it a top choice for professionals in need of a dependable GPU for their work.

Basic

Label Name
NVIDIA
Platform
Professional
Launch Date
May 2019
Model Name
Quadro T1000 Mobile
Generation
Quadro Mobile
Base Clock
1395MHz
Boost Clock
1455MHz
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
2001MHz
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.
128.1 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.
46.56 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.
81.48 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.
5.215 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.
81.48 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.
2.555 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
2.555 TFLOPS

Compared to Other GPU

FP32 (float) / TFLOPS
2.742 +7.3%
2.649 +3.7%
2.446 -4.3%