NVIDIA RTX A5000 vs NVIDIA Quadro RTX 8000 Passive

GPU Comparison Result

Below are the results of a comparison of NVIDIA RTX A5000 and NVIDIA Quadro RTX 8000 Passive video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Higher Boost Clock: 1695MHz (1695MHz vs 1620MHz)
  • Higher Bandwidth: 768.0 GB/s (768.0 GB/s vs 672.0 GB/s)
  • More Shading Units: 8192 (8192 vs 4608)
  • Newer Launch Date: April 2021 (April 2021 vs August 2018)

Basic

NVIDIA
Label Name
NVIDIA
April 2021
Launch Date
August 2018
Professional
Platform
Professional
RTX A5000
Model Name
Quadro RTX 8000 Passive
Quadro
Generation
Quadro
1170MHz
Base Clock
1230MHz
1695MHz
Boost Clock
1620MHz
PCIe 4.0 x16
Bus Interface
PCIe 3.0 x16
28,300 million
Transistors
18,600 million
64
RT Cores
72
256
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.
576
256
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.
288
Samsung
Foundry
TSMC
8 nm
Process Size
12 nm
Ampere
Architecture
Turing

Memory Specifications

24GB
Memory Size
48GB
GDDR6
Memory Type
GDDR6
384bit
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.
384bit
2000MHz
Memory Clock
1750MHz
768.0 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.
672.0 GB/s

Theoretical Performance

162.7 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.
155.5 GPixel/s
433.9 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.
466.6 GTexel/s
27.77 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.
29.86 TFLOPS
867.8 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.
466.6 GFLOPS
28.325 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.
14.631 TFLOPS

Miscellaneous

64
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.
72
8192
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.
4608
128 KB (per SM)
L1 Cache
64 KB (per SM)
6MB
L2 Cache
6MB
230W
TDP
260W
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 Ultimate (12_2)
DirectX
12 Ultimate (12_2)
8.6
CUDA
7.5
1x 8-pin
Power Connectors
1x 6-pin + 1x 8-pin
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.
96
6.6
Shader Model
6.6
550W
Suggested PSU
600W

Benchmarks

FP32 (float) / TFLOPS
RTX A5000
28.325 +94%
Quadro RTX 8000 Passive
14.631