GEFORCE

NVIDIA Quadro P2000 Mobile

NVIDIA graphics card specifications and benchmark scores

4 GB
VRAM
1607
MHz Boost
50W
TDP
128
Bus Width

At a Glance

NVIDIA
VRAM 4 GB
Boost Clock 1,607 MHz
Shaders 768
Bus Width 128-bit
TDP 50W
Memory Type GDDR5
Architecture Pascal
nm
Process 14 nm
Released Feb 2017

NVIDIA Quadro P2000 Mobile Specifications

Quadro P2000 Mobile GPU Core

Shader units and compute resources

The NVIDIA Quadro P2000 Mobile GPU core specifications define its raw processing power for graphics and compute workloads. Shading units (also called CUDA cores, stream processors, or execution units depending on manufacturer) handle the parallel calculations required for rendering. TMUs (Texture Mapping Units) process texture data, while ROPs (Render Output Units) handle final pixel output. Higher shader counts generally translate to better GPU benchmark performance, especially in demanding games and 3D applications.

Shading Units
768
Shaders
768
TMUs
48
ROPs
32
SM Count
6

Quadro P2000 Mobile Clock Speeds

GPU and memory frequencies

Clock speeds directly impact the Quadro P2000 Mobile's performance in GPU benchmarks and real-world gaming. The base clock represents the minimum guaranteed frequency, while the boost clock indicates peak performance under optimal thermal conditions. Memory clock speed affects texture loading and frame buffer operations. The Quadro P2000 Mobile by NVIDIA dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.

Base Clock
1557 MHz
Base Clock
1,557 MHz
Boost Clock
1607 MHz
Boost Clock
1,607 MHz
Memory Clock
1502 MHz 6 Gbps effective
GDDR GDDR 6X 6X

NVIDIA's Quadro P2000 Mobile Memory

VRAM capacity and bandwidth

VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The Quadro P2000 Mobile's memory capacity determines how well it handles high-resolution textures and multiple displays. Memory bandwidth, measured in GB/s, affects how quickly data moves between the GPU and VRAM. Higher bandwidth improves performance in memory-intensive scenarios like 4K gaming. The memory bus width and type (GDDR6, GDDR6X, HBM) significantly influence overall GPU benchmark scores.

Memory Size
4 GB
VRAM
4,096 MB
Memory Type
GDDR5
VRAM Type
GDDR5
Memory Bus
128 bit
Bus Width
128-bit
Bandwidth
96.13 GB/s

Quadro P2000 Mobile by NVIDIA Cache

On-chip cache hierarchy

On-chip cache provides ultra-fast data access for the Quadro P2000 Mobile, reducing the need to fetch data from slower VRAM. L1 and L2 caches store frequently accessed data close to the compute units. AMD's Infinity Cache (L3) dramatically increases effective bandwidth, improving GPU benchmark performance without requiring wider memory buses. Larger cache sizes help maintain high frame rates in memory-bound scenarios and reduce power consumption by minimizing VRAM accesses.

L1 Cache
48 KB (per SM)
L2 Cache
1024 KB

Quadro P2000 Mobile Theoretical Performance

Compute and fill rates

Theoretical performance metrics provide a baseline for comparing the NVIDIA Quadro P2000 Mobile against other graphics cards. FP32 (single-precision) performance, measured in TFLOPS, indicates compute capability for gaming and general GPU workloads. FP64 (double-precision) matters for scientific computing. Pixel and texture fill rates determine how quickly the GPU can render complex scenes. While real-world GPU benchmark results depend on many factors, these specifications help predict relative performance levels.

FP32 (Float)
2.468 TFLOPS
FP64 (Double)
77.14 GFLOPS (1:32)
FP16 (Half)
38.57 GFLOPS (1:64)
Pixel Rate
51.42 GPixel/s
Texture Rate
77.14 GTexel/s

Pascal Architecture & Process

Manufacturing and design details

The NVIDIA Quadro P2000 Mobile is built on NVIDIA's Pascal architecture, which defines how the GPU processes graphics and compute workloads. The manufacturing process node affects power efficiency, thermal characteristics, and maximum clock speeds. Smaller process nodes pack more transistors into the same die area, enabling higher performance per watt. Understanding the architecture helps predict how the Quadro P2000 Mobile will perform in GPU benchmarks compared to previous generations.

Architecture
Pascal
GPU Name
GP107
Process Node
14 nm
Foundry
Samsung
Transistors
3,300 million
Die Size
132 mm²
Density
25.0M / mm²

NVIDIA's Quadro P2000 Mobile Power & Thermal

TDP and power requirements

Power specifications for the NVIDIA Quadro P2000 Mobile determine PSU requirements and thermal management needs. TDP (Thermal Design Power) indicates the heat output under typical loads, guiding cooler selection. Power connector requirements ensure adequate power delivery for stable operation during demanding GPU benchmarks. The suggested PSU wattage accounts for the entire system, not just the graphics card. Efficient power delivery enables the Quadro P2000 Mobile to maintain boost clocks without throttling.

TDP
50 W
TDP
50W
Power Connectors
None

Quadro P2000 Mobile by NVIDIA Physical & Connectivity

Dimensions and outputs

Physical dimensions of the NVIDIA Quadro P2000 Mobile are critical for case compatibility. Card length, height, and slot width determine whether it fits in your chassis. The PCIe interface version affects bandwidth for communication with the CPU. Display outputs define monitor connectivity options, with modern cards supporting multiple high-resolution displays simultaneously. Verify these specifications against your case and motherboard before purchasing to ensure a proper fit.

Slot Width
MXM Module
Bus Interface
PCIe 3.0 x16
Display Outputs
Portable Device Dependent
Display Outputs
Portable Device Dependent

NVIDIA API Support

Graphics and compute APIs

API support determines which games and applications can fully utilize the NVIDIA Quadro P2000 Mobile. DirectX 12 Ultimate enables advanced features like ray tracing and variable rate shading. Vulkan provides cross-platform graphics capabilities with low-level hardware access. OpenGL remains important for professional applications and older games. CUDA (NVIDIA) and OpenCL enable GPU compute for video editing, 3D rendering, and scientific applications. Higher API versions unlock newer graphical features in GPU benchmarks and games.

DirectX
12 (12_1)
DirectX
12 (12_1)
OpenGL
4.6
OpenGL
4.6
Vulkan
1.4
Vulkan
1.4
OpenCL
3.0
CUDA
6.1
Shader Model
6.8

Quadro P2000 Mobile Product Information

Release and pricing details

The NVIDIA Quadro P2000 Mobile is manufactured by NVIDIA as part of their graphics card lineup. Release date and launch pricing provide context for comparing GPU benchmark results with competing products from the same era. Understanding the product lifecycle helps evaluate whether the Quadro P2000 Mobile by NVIDIA represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.

Manufacturer
NVIDIA
Release Date
Feb 2017
Production
End-of-life
Predecessor
Quadro Maxwell-M
Successor
Quadro Turing-M

Quadro P2000 Mobile Benchmark Scores

No benchmark data available for this GPU.

About NVIDIA Quadro P2000 Mobile

Benchmark Performance

The NVIDIA Quadro P2000 Mobile occupies a precise middle-ground position in the GPU landscape, sitting at the 50th percentile of all GPUs in the benchmark database. This is a literal median placement, half of all tracked graphics processors deliver higher performance, and half deliver less. For a mobile workstation part from the Pascal generation, that positioning reflects a design focused on balanced capability rather than raw top-end throughput.

The raw compute figures tell a coherent story. The P2000 Mobile delivers 2.468 TFLOPS of FP32 performance, a figure that places it firmly in the range of capable 1080p gaming and professional visualization workloads. Its pixel rate of 51.42 GPixel/s and texture rate of 77.14 GTexel/s are consistent with a GPU built around 768 shading units, 48 texture mapping units, and 32 raster operations pipelines. These are not class-leading numbers, but they are internally consistent and well-matched for the target use case.

The nearestRivals data is empty, so direct percentage comparisons against specific competitor cards cannot be made from the available facts. However, the percentile ranking provides the necessary context: at exactly 50%, the P2000 Mobile splits the difference between entry-level and mid-range performance tiers. In practical terms, this means the card will handle esports titles and older AAA games at 1080p with reasonable settings, but it is not built for maximum-detail 1440p or 4K gaming. The average benchmark score is listed as 0, which indicates no aggregated score is available in this dataset; reliance on the architectural specifications and percentile rank is therefore the more reliable analytical path.

The FP16 performance of 38.57 GFLOPS is worth noting, it is exactly 1/64th of the FP32 rate. This is a Pascal-era characteristic where FP16 was not a priority, unlike later architectures that doubled or even equalized the ratio. For any workload relying on half-precision compute, the P2000 Mobile will be significantly slower than its FP32 throughput suggests. This is a hardware limitation, not a driver or software issue.

Power and Cooling

The Quadro P2000 Mobile carries a 50 W TDP, which is remarkably modest for a GPU with 768 shaders and a 128-bit memory interface. This low power envelope is the defining characteristic of the mobile Pascal design. The chip is manufactured on Samsung's 14 nm process node, with 3,300 million transistors packed into a 132 mm² die. The resulting transistor density of 25.0 million transistors per square millimeter is typical for that process generation.

The power delivery system requires no external power connectors, the slot itself provides all necessary power. The form factor is an MXM Module, which means it is designed for laptops and mobile workstations where the motherboard supplies power through the MXM connector. The absence of a suggested PSU rating in the fact pack is logical: this is not a desktop card, and end-users will not be selecting a power supply for it. For system integrators working with MXM-based laptops, the 50 W TDP means that thermal solutions designed for discrete mobile GPUs in this class should be sufficient. The clock speeds are modest, 1557 MHz base and 1607 MHz boost, which helps keep thermals manageable within the constraints of a laptop chassis.

The 14 nm process and 50 W TDP combination suggests that this GPU will run relatively cool under sustained load, but laptop cooling design will ultimately determine sustained performance. The boost clock of 1607 MHz is only 50 MHz above the base clock, indicating a tight thermal and power headroom. Users should not expect significant clock stretching beyond the rated boost in most workloads.

Ray Tracing and Feature Set

The Quadro P2000 Mobile is based on the Pascal architecture and does not include dedicated ray tracing cores or tensor cores, these fields are null in the specification data. This is a critical distinction for modern workloads. Hardware-accelerated ray tracing is not available on this GPU. Any ray-traced effects in games or professional applications will fall back to software or compute-based methods, which will be significantly slower than dedicated hardware implementations found in later Turing or Ampere products.

The API support is solid for its era. DirectX 12 (12_1) is supported, which covers the vast majority of modern Windows games and applications. OpenGL 4.6 is fully supported, making this card viable for professional OpenGL-based CAD and visualization software. Vulkan 1.4 support is also present, which is actually ahead of many contemporary cards from the same period, this is a forward-looking API implementation that extends the card's usability in newer Linux and Windows titles that leverage Vulkan.

The absence of tensor cores means that any AI-accelerated features, DLSS, denoising in ray-traced workloads, AI-based image upscaling, are unavailable. This is a hardware limitation of the Pascal generation. The 6 Gbps effective memory speed and 4 GB GDDR5 configuration are the relevant memory specs for feature support; some modern games with high-resolution texture packs may exceed this capacity, which will impact texture quality settings.

FAQ

Q: Does the Quadro P2000 Mobile support hardware ray tracing?

A: No. The Pascal architecture does not include dedicated ray tracing cores. The rtCores field is null, so any ray-traced workloads will rely on compute shaders or software fallbacks, which will perform significantly worse than dedicated RT hardware.

Q: What is the memory bandwidth and how does it affect performance?

A: The memory bandwidth is 96.13 GB/s, derived from 4 GB of GDDR5 on a 128-bit bus with a 6 Gbps effective data rate. This is modest by modern standards and will be a limiting factor at higher resolutions or with high-texture-quality settings, especially in games that stream large assets.

Q: Is this GPU suitable for DirectX 12 Ultimate games?

A: DirectX 12 (12_1) is supported, but this is not DirectX 12 Ultimate. The feature level 12_1 predates some newer DX12 Ultimate features like mesh shaders and variable rate shading. Many DX12 games will run, but not with the full feature set of newer GPUs.

Q: What API support does the P2000 Mobile offer?

A: The card supports DirectX 12 (12_1), OpenGL 4.6, and Vulkan 1.4. Vulkan 1.4 is a particularly strong offering that extends compatibility with modern cross-platform titles and professional applications.

Q: How does the FP16 performance compare to FP32?

A: FP16 performance is 38.57 GFLOPS, which is exactly 1/64th of the FP32 rate of 2.468 TFLOPS. This is a deliberate design choice in Pascal; workloads that benefit from half-precision compute will not see any acceleration on this GPU.

Q: What is the production status and form factor?

A: The production status is end-of-life, and the form factor is an MXM Module. This means it is intended for mobile workstations and laptops, not desktop systems. The power connectors are listed as none, and display outputs are portable device dependent.

Who Should Consider It

The Quadro P2000 Mobile is a 50th percentile GPU, which makes it a reasonable choice for users who need consistent 1080p performance in games or professional applications without demanding maximum settings. At 1080p resolution, the 2.468 TFLOPS of FP32 compute and 96.13 GB/s of memory bandwidth are adequate for medium-to-high settings in most titles from its release era and earlier. Esports titles that are not graphically demanding will run comfortably.

Users targeting 1440p or 4K gaming should look elsewhere, the 128-bit memory bus and 4 GB VRAM will become bottlenecks at those resolutions, particularly in texture-heavy scenes. The 50th percentile ranking means that half of all GPUs in the database will outperform it, and for high-refresh-rate or high-resolution gaming, the gap will be noticeable.

For professional mobile workstation users, the Pascal architecture with OpenGL 4.6 and Vulkan 1.4 support is well-suited for CAD, 3D modeling, and scientific visualization workloads that rely on these APIs. The 50 W TDP makes it an efficient choice for laptops where battery life and thermal management are priorities. However, for users who need ray tracing or AI acceleration, this GPU lacks the necessary hardware (rtCores and tensorCores are both null), so newer Turing or Ampere-based mobile Quadro products would be required.

The end-of-life status suggests that this is a legacy part. Users building new systems should consider it only if they are sourcing used or refurbished mobile workstations and need a known, stable GPU for specific professional applications. Its 50th percentile standing means it is not a performance leader, but it is also not a bottom-tier part, it occupies a practical middle ground for 1080p workloads.

Memory Subsystem

The memory configuration is straightforward: 4 GB of GDDR5 running at 1502 MHz, which translates to 6 Gbps effective data rate. The bus width is 128 bits, and total bandwidth is 96.13 GB/s. This is a balanced but conservative memory setup for the GPU's compute capabilities.

The 4 GB capacity is the most significant limitation for modern workloads. Games released after 2020 increasingly assume 6 GB or 8 GB of VRAM as a baseline for high-quality textures at 1080p. With 4 GB, the P2000 Mobile will require texture quality reductions in many titles to avoid stuttering or asset streaming issues. For professional applications, 4 GB is sufficient for moderate scene complexity in CAD or 3D modeling, but large assemblies or high-resolution textures will exceed this capacity.

The 128-bit bus width directly limits memory bandwidth to 96.13 GB/s. This is roughly half of what a 256-bit bus with similar memory speed would provide. The practical consequence is that the GPU's compute throughput (2.468 TFLOPS) is not fully utilized in bandwidth-sensitive workloads. Games with high texture streaming rates or compute-heavy visual effects that require frequent memory access will show performance dips relative to the raw compute capability.

The memory clock of 1502 MHz with 6 Gbps effective throughput is standard for GDDR5 of this era. There is no indication of overclocking headroom or alternate memory configurations in the fact pack. The memory subsystem is adequate for the GPU's intended 50th percentile positioning, but users should understand that 4 GB VRAM and 96.13 GB/s bandwidth are hard limits that cannot be upgraded. For 1080p gaming with moderate texture settings, this is workable. For any higher resolution or texture-heavy workload, the memory subsystem will be the primary bottleneck. The 51.42 GPixel/s pixel rate and 77.14 GTexel/s texture rate are consistent with the memory bandwidth, the GPU is not severely imbalanced, but it is clearly designed for 1080p-class workloads, not high-end rendering.

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