NVIDIA Quadro RTX 5000 Mobile
vs
NVIDIA GeForce RTX 3060 Ti

vs

GPU Comparison Result

Below are the results of a comparison of NVIDIA Quadro RTX 5000 Mobile and NVIDIA GeForce RTX 3060 Ti video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Higher Boost Clock: 1770MHz (1770MHz vs 1665MHz)
  • Larger Memory Size: 16GB (16GB vs 8GB)
  • More Shading Units: 4864 (3072 vs 4864)
  • Newer Launch Date: December 2020 (May 2019 vs December 2020)

Basic

NVIDIA
Label Name
NVIDIA
May 2019
Launch Date
December 2020
Professional
Platform
Desktop
Quadro RTX 5000 Mobile
Model Name
GeForce RTX 3060 Ti
Quadro Mobile
Generation
GeForce 30
1365MHz
Base Clock
1410MHz
1770MHz
Boost Clock
1665MHz
PCIe 3.0 x16
Bus Interface
PCIe 4.0 x16
13,600 million
Transistors
17,400 million
48
RT Cores
38
384
Tensor Cores
Tensor Cores are specialized processing units designed specifically for deep learning, providing higher training and inference performance compared to FP32 training. They enable rapid computations in areas such as computer vision, natural language processing, speech recognition, text-to-speech conversion, and personalized recommendations. The two most notable applications of Tensor Cores are DLSS (Deep Learning Super Sampling) and AI Denoiser for noise reduction.
152
192
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.
152
TSMC
Foundry
Samsung
12 nm
Process Size
8 nm
Turing
Architecture
Ampere

Memory Specifications

16GB
Memory Size
8GB
GDDR6
Memory Type
GDDR6
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.
256bit
1750MHz
Memory Clock
1750MHz
448.0 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.
448.0 GB/s

Display and Media

No outputs
Outputs
1x HDMI 2.1
3x DisplayPort 1.4a

Theoretical Performance

113.3 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.
133.2 GPixel/s
339.8 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.
253.1 GTexel/s
21.75 TFLOPS
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.
16.20 TFLOPS
339.8 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.
253.1 GFLOPS
10.653 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.
15.876 TFLOPS

Miscellaneous

48
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.
38
3072
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.
4864
64 KB (per SM)
L1 Cache
128 KB (per SM)
4MB
L2 Cache
4MB
110W
TDP
200W
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
7.5
CUDA
8.6
12 Ultimate (12_2)
DirectX
12 Ultimate (12_2)
None
Power Connectors
1x 12-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.
80
6.6
Shader Model
6.6
-
Suggested PSU
550W

Benchmarks

FP32 (float) / TFLOPS
Quadro RTX 5000 Mobile
10.653
GeForce RTX 3060 Ti
15.876 +49%