NVIDIA T600 Mobile
About GPU
The NVIDIA T600 Mobile GPU is a powerful and efficient graphics card designed for high-performance gaming and professional applications on mobile devices. With a base clock of 780MHz and boost clock of 1410MHz, this GPU delivers impressive speeds and responsiveness for demanding tasks.
The 4GB of GDDR6 memory and a memory clock of 1500MHz ensure smooth and fast rendering of complex graphics and textures. The 896 shading units and 1024KB L2 cache further enhance the GPU's ability to handle intensive workloads with ease. The T600's low 40W TDP makes it suitable for thin and light laptops without sacrificing performance.
In terms of raw performance, the T600 boasts a theoretical performance of 2.527 TFLOPS, enabling it to handle the latest games and professional applications with ease. This GPU is an excellent choice for mobile gaming, video editing, 3D rendering, and other graphically demanding tasks.
The T600's support for modern graphics technologies such as DirectX 12 and Vulkan ensures compatibility with the latest game titles and software, while also future-proofing the device for upcoming releases.
Overall, the NVIDIA T600 Mobile GPU offers an excellent balance of performance, efficiency, and advanced features, making it a compelling choice for anyone in need of a high-performance mobile GPU. Whether you're a gamer on the go or a creative professional, the T600 is sure to deliver impressive results.
Basic
Label Name
NVIDIA
Platform
Mobile
Launch Date
April 2021
Model Name
T600 Mobile
Generation
Quadro Turing-M
Base Clock
780MHz
Boost Clock
1410MHz
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
GDDR6
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
1500MHz
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.
192.0 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.
45.12 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.
78.96 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.
5.053 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.
78.96 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.
2.578
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
40W
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
6.7
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
2.578
TFLOPS
3DMark Time Spy
Score
2742
Blender
Score
446
Compared to Other GPU
FP32 (float)
/ TFLOPS
3DMark Time Spy
Blender