NVIDIA Quadro T1200 Mobile
vs
NVIDIA Quadro K2200

vs

GPU Comparison Result

Below are the results of a comparison of NVIDIA Quadro T1200 Mobile and NVIDIA Quadro K2200 video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Higher Boost Clock: 1425MHz (1425MHz vs 1124MHz)
  • Higher Bandwidth: 160.0 GB/s (160.0 GB/s vs 80.19 GB/s)
  • More Shading Units: 1024 (1024 vs 640)
  • Newer Launch Date: April 2021 (April 2021 vs July 2014)

Basic

NVIDIA
Label Name
NVIDIA
April 2021
Launch Date
July 2014
Professional
Platform
Professional
Quadro T1200 Mobile
Model Name
Quadro K2200
Quadro Mobile
Generation
Quadro
855MHz
Base Clock
1046MHz
1425MHz
Boost Clock
1124MHz
PCIe 3.0 x16
Bus Interface
PCIe 2.0 x16
4,700 million
Transistors
1,870 million
64
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.
40
TSMC
Foundry
TSMC
12 nm
Process Size
28 nm
Turing
Architecture
Maxwell

Memory Specifications

4GB
Memory Size
4GB
GDDR6
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
1250MHz
Memory Clock
1253MHz
160.0 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.
80.19 GB/s

Display and Media

No outputs
Outputs
1x DVI
2x DisplayPort 1.4a

Theoretical Performance

45.60 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.
17.98 GPixel/s
91.20 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.
44.96 GTexel/s
5.837 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.
-
91.20 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.
44.96 GFLOPS
2.86 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.
1.41 TFLOPS

Miscellaneous

16
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.
-
1024
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.
640
64 KB (per SM)
L1 Cache
64 KB (per SMM)
1024KB
L2 Cache
2MB
18W
TDP
68W
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
5.0
12 (12_1)
DirectX
12 (11_0)
None
Power Connectors
None
32
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
6.6
Shader Model
5.1
-
Suggested PSU
250W

Benchmarks

FP32 (float) / TFLOPS
Quadro T1200 Mobile
2.86 +103%
Quadro K2200
1.41