The Tesla M2090 was a professional graphics card by NVIDIA, launched on July 25th, 2011. Built on the 40 nm process, and based on the GF110 graphics processor, the card supports DirectX 12. The GF110 graphics processor is a large chip with a die area of 520 mm² and 3,000 million transistors. It features 512 shading units, 64 texture mapping units, and 48 ROPs. NVIDIA has paired 6 GB GDDR5 memory with the Tesla M2090, which are connected using a 384-bit memory interface. The GPU is operating at a frequency of 651 MHz, memory is running at 924 MHz (3.7 Gbps effective). Being a dual-slot card, the NVIDIA Tesla M2090 draws power from 1x 6-pin + 1x 8-pin power connector, with power draw rated at 250 W maximum. This device has no display connectivity, as it is not designed to have monitors connected to it. Tesla M2090 is connected to the rest of the system using a PCI-Express 2.0 x16 interface. The card measures 248 mm in length, and features a dual-slot cooling solution.
Based on TPU review data: "Performance Summary" at 1920x1080, 4K for 2080 Ti and faster.
Performance estimated based on architecture, shader count and clocks.
Clock Speeds
GPU Clock
651 MHz
Shader Clock
1301 MHz
Memory Clock
924 MHz
3.7 Gbps effective
Memory
Memory Size
6 GB
Memory Type
GDDR5
Memory Bus
384 bit
Bandwidth
177.4 GB/s
Render Config
Shading Units
512
TMUs
64
ROPs
48
SM Count
16
L1 Cache
64 KB (per SM)
L2 Cache
768 KB
Theoretical Performance
Pixel Rate
20.83 GPixel/s
Texture Rate
41.66 GTexel/s
FP32 (float)
1,332 GFLOPS
FP64 (double)
666.1 GFLOPS (1:2)
Board Design
Slot Width
Dual-slot
Length
248 mm
9.8 inches
TDP
250 W
Suggested PSU
600 W
Outputs
No outputs
Power Connectors
1x 6-pin + 1x 8-pin
Board Number
P1030 SKU 214
Graphics Features
DirectX
12 (11_0)
OpenGL
4.6
OpenCL
1.1
Vulkan
N/A
CUDA
2.0
Shader Model
5.1
GF110 GPU Notes
PureVideo HD: VP4
VDPAU: Feature Set C
GF110 has 4 GPCs each capable of 8 pixels per clock. This limits complete GPU to 32 pixels per clock and because of that it can't feed all 48 ROPs when they all require data at the same time.
Additional ROPs however can be used for MSAA (because it doesn't require additional data from rasterizers, while giving more work to ROPs.)
The complete die contains 64 texture address units and 256 texture filtering units.