NVIDIA Quadro M4000
vs
NVIDIA Quadro K4000

vs

GPU Comparison Result

Below are the results of a comparison of NVIDIA Quadro M4000 and NVIDIA Quadro K4000 video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Larger Memory Size: 8GB (8GB vs 3GB)
  • Higher Bandwidth: 192.3 GB/s (192.3 GB/s vs 134.8 GB/s)
  • More Shading Units: 1664 (1664 vs 768)
  • Newer Launch Date: June 2015 (June 2015 vs March 2013)

Basic

NVIDIA
Label Name
NVIDIA
June 2015
Launch Date
March 2013
Professional
Platform
Professional
Quadro M4000
Model Name
Quadro K4000
Quadro
Generation
Quadro
PCIe 3.0 x16
Bus Interface
PCIe 2.0 x16
5,200 million
Transistors
2,540 million
104
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.
64
TSMC
Foundry
TSMC
28 nm
Process Size
28 nm
Maxwell 2.0
Architecture
Kepler

Memory Specifications

8GB
Memory Size
3GB
GDDR5
Memory Type
GDDR5
256bit
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.
192bit
1502MHz
Memory Clock
1404MHz
192.3 GB/s
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.
134.8 GB/s

Display and Media

4x DisplayPort 1.4a
Outputs
1x DVI
2x DisplayPort 1.2

Theoretical Performance

49.47 GPixel/s
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.
12.96 GPixel/s
80.39 GTexel/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.
51.84 GTexel/s
80.39 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.
51.84 GFLOPS
2.522 TFLOPS
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.
1.219 TFLOPS

Miscellaneous

1664
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.
768
48 KB (per SMM)
L1 Cache
16 KB (per SMX)
2MB
L2 Cache
384KB
120W
TDP
80W
1.3
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.
1.1
3.0
OpenCL Version
3.0
4.6
OpenGL
4.6
5.2
CUDA
3.0
12 (12_1)
DirectX
12 (11_0)
1x 6-pin
Power Connectors
1x 6-pin
64
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.
24
6.4
Shader Model
5.1
300W
Suggested PSU
250W

Benchmarks

FP32 (float) / TFLOPS
Quadro M4000
2.522 +107%
Quadro K4000
1.219