Advantages
- Higher Boost Clock: 1531MHz (824MHz vs 1531MHz)
- Larger Memory Size: 24GB (12GB vs 24GB)
- Higher Bandwidth: 694.3 GB/s (240.6 GB/s vs 694.3 GB/s)
- More Shading Units: 3840 (2496 vs 3840)
- Newer Launch Date: September 2016 (November 2014 vs September 2016)
Basic
NVIDIA
Label Name
NVIDIA
November 2014
Launch Date
September 2016
Professional
Platform
Professional
Tesla K80
Model Name
Tesla P40
Tesla
Generation
Tesla Pascal
562MHz
Base Clock
1303MHz
824MHz
Boost Clock
1531MHz
PCIe 3.0 x16
Bus Interface
PCIe 3.0 x16
7,100 million
Transistors
11,800 million
208
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.
240
TSMC
Foundry
TSMC
28 nm
Process Size
16 nm
Kepler 2.0
Architecture
Pascal
Memory Specifications
12GB
Memory Size
24GB
GDDR5
Memory Type
GDDR5X
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
1253MHz
Memory Clock
1808MHz
240.6 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.
694.3 GB/s
Theoretical Performance
42.85 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.
147.0 GPixel/s
171.4 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.
367.4 GTexel/s
-
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.
183.7 GFLOPS
1371 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.
367.4 GFLOPS
4.195
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.
11.995
TFLOPS
Miscellaneous
-
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.
30
2496
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.
3840
16 KB (per SMX)
L1 Cache
48 KB (per SM)
1536KB
L2 Cache
3MB
300W
TDP
250W
1.1
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
3.7
CUDA
6.1
12 (11_1)
DirectX
12 (12_1)
1x 8-pin
Power Connectors
8-pin EPS
48
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
5.1
Shader Model
6.7
700W
Suggested PSU
600W
Benchmarks
FP32 (float)
/ TFLOPS
Tesla K80
4.195
Tesla P40
11.995
+186%
Blender
Tesla K80
258
Tesla P40
802
+211%
OctaneBench
Tesla K80
61
Tesla P40
163
+167%
Share in social media
Or Link To Us
<a href="https://cputronic.com/gpu/compare/nvidia-tesla-k80-vs-nvidia-tesla-p40" target="_blank">NVIDIA Tesla K80 vs NVIDIA Tesla P40</a>