NVIDIA Quadro P620
vs
NVIDIA Quadro P600

vs

GPU Comparison Result

Below are the results of a comparison of NVIDIA Quadro P620 and NVIDIA Quadro P600 video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Higher Bandwidth: 80.13 GB/s (80.13 GB/s vs 64.13 GB/s)
  • More Shading Units: 512 (512 vs 384)
  • Newer Launch Date: February 2018 (February 2018 vs February 2017)
  • Higher Boost Clock: 1557MHz (1354MHz vs 1557MHz)

Basic

NVIDIA
Label Name
NVIDIA
February 2018
Launch Date
February 2017
Professional
Platform
Professional
Quadro P620
Model Name
Quadro P600
Quadro
Generation
Quadro
1266MHz
Base Clock
1329MHz
1354MHz
Boost Clock
1557MHz
PCIe 3.0 x16
Bus Interface
PCIe 3.0 x16
3,300 million
Transistors
3,300 million
32
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.
24
Samsung
Foundry
Samsung
14 nm
Process Size
14 nm
Pascal
Architecture
Pascal

Memory Specifications

2GB
Memory Size
2GB
GDDR5
Memory Type
GDDR5
128bit
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
1252MHz
Memory Clock
1002MHz
80.13 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.
64.13 GB/s

Theoretical Performance

21.66 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.
24.91 GPixel/s
43.33 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.
37.37 GTexel/s
21.66 GFLOPS
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.
18.68 GFLOPS
43.33 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.
37.37 GFLOPS
1.358 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.
1.22 TFLOPS

Miscellaneous

4
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.
3
512
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.
384
48 KB (per SM)
L1 Cache
48 KB (per SM)
1024KB
L2 Cache
1024KB
40W
TDP
40W
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.
1.3
3.0
OpenCL Version
3.0
4.6
OpenGL
4.6
12 (12_1)
DirectX
12 (12_1)
6.1
CUDA
6.1
None
Power Connectors
None
6.4
Shader Model
6.4
16
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.
16
200W
Suggested PSU
200W

Benchmarks

FP32 (float) / TFLOPS
Quadro P620
1.358 +11%
Quadro P600
1.22
Blender
Quadro P620
128 +7%
Quadro P600
120
OctaneBench
Quadro P620
24 +20%
Quadro P600
20
OpenCL
Quadro P620
12475 +12%
Quadro P600
11181