NVIDIA RTX A4500
vs
NVIDIA RTX PRO 2000 Blackwell

vs

GPU Comparison Result

Below are the results of a comparison of NVIDIA RTX A4500 and NVIDIA RTX PRO 2000 Blackwell video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Larger Memory Size: 20GB (20GB vs 16GB)
  • Higher Bandwidth: 640.0 GB/s (640.0 GB/s vs 288.0GB/s)
  • More Shading Units: 7168 (7168 vs 4352)
  • Higher Boost Clock: 1950 MHz (1650MHz vs 1950 MHz)
  • Newer Launch Date: August 2025 (November 2021 vs August 2025)

Basic

NVIDIA
Label Name
NVIDIA
November 2021
Launch Date
August 2025
Professional
Platform
Desktop
RTX A4500
Model Name
RTX PRO 2000 Blackwell
Quadro
Generation
Blackwell PRO W
1050MHz
Base Clock
790 MHz
1650MHz
Boost Clock
1950 MHz
PCIe 4.0 x16
Bus Interface
PCIe 5.0 x8
28,300 million
Transistors
21.9 billion
56
RT Cores
34
224
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.
136
224
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.
136
Samsung
Foundry
TSMC
8 nm
Process Size
5 nm
Ampere
Architecture
Blackwell 2.0

Memory Specifications

20GB
Memory Size
16GB
GDDR6
Memory Type
GDDR7
320bit
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
2000MHz
Memory Clock
1125 MHz
640.0 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.
288.0GB/s

Display and Media

4x DisplayPort 1.4a
Outputs
4x mini-DisplayPort 2.1b

Theoretical Performance

158.4 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.
124.8 GPixel/s
369.6 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.
265.2 GTexel/s
23.65 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.
16.97 TFLOPS
739.2 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.
265.2 GFLOPS
23.177 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.
16.631 TFLOPS

Miscellaneous

56
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.
34
7168
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.
4352
128 KB (per SM)
L1 Cache
128 KB (per SM)
6MB
L2 Cache
32 MB
200W
TDP
70W
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.
1.4
3.0
OpenCL Version
3.0
4.6
OpenGL
4.6
8.6
CUDA
12.0
12 Ultimate (12_2)
DirectX
12 Ultimate (12_2)
1x 8-pin
Power Connectors
None
96
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.
64
6.6
Shader Model
6.8
550W
Suggested PSU
250 W

Benchmarks

FP32 (float) / TFLOPS
RTX A4500
23.177 +39%
RTX PRO 2000 Blackwell
16.631
Vulkan
RTX A4500
128478 +16%
RTX PRO 2000 Blackwell
111103
OpenCL
RTX A4500
143520 +21%
RTX PRO 2000 Blackwell
118644