NVIDIA Quadro 5010M
The Quadro 5010M was a professional graphics card by NVIDIA, launched in February 2011. Built on the 40 nm process, and based on the GF110 graphics processor, in its N12E-Q5 variant, the card supports DirectX 11.0. The GF110 graphics processor is a large chip with a die area of 520 mm² and 3,000 million transistors. Unlike the fully unlocked GeForce GTX 580, which uses the same GPU but has all 512 shaders enabled, NVIDIA has disabled some shading units on the Quadro 5010M to reach the product's target shader count. It features 384 shading units, 48 texture mapping units and 32 ROPs. NVIDIA has placed 4,096 MB GDDR5 memory on the card, which are connected using a 256-bit memory interface. The GPU is operating at a frequency of 450 MHz, memory is running at 650 MHz.
We recommend the NVIDIA Quadro 5010M for gaming with highest details at resolutions up to, and including, 1280x720.Being a mxm module card, its power draw is rated at 100 W maximum.
|Process Size:||40 nm|
|Die Size:||520 mm²|
|Released:||Feb 22nd, 2011|
|Bus Interface:||MXM-B (3.0)|
|GPU Clock:||450 MHz|
|Shader Clock:||900 MHz|
2600 MHz effective
|Memory Size:||4096 MB|
|Memory Bus:||256 bit|
|Pixel Rate:||10.80 GPixel/s|
|Texture Rate:||21.60 GTexel/s|
|Floating-point performance:||691.2 GFLOPS|
|Slot Width:||MXM Module|
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|Our review database contains 22 reviews of the Quadro 5010M.|
GF110 GPU Notes
|Each Streaming Multiprocessor(SM) in the GPU architecture contains 32 SPs and 4 SFUs.
Each SP can fulfill up to two single precision operations FMA per clock.
Each SFU can fulfill up to four SF operations per clock.
The approximate ratio of operations FMA to operations SF is equal 4:1.
The theoretical shader performance in single-precision floating point operations(FMA)[FLOPSsp, GFLOPS] of the graphics card with shader count [n] and shader frequency [f, GHz], is estimated by the following: FLOPSsp f × n × 2.
Alternative formula: FLOPSsp f × m × (32 SPs × 2(FMA)). [m] - SM count.
Total Processing Power: FLOPSsp f × m × (32 SPs × 2(FMA) + 4 × 4 SFUs) or FLOPSsp f × n × 2.5.
Each SM in the GPU contains 4 texture filtering units for every texture address unit.
The complete die contains 64 texture address units and 256 texture filtering units.