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MSI GeForce GTX 1080 Gaming vs Nvidia Quadro M6000: What is the difference?

52points

MSI GeForce GTX 1080 Gaming

43points

Nvidia Quadro M6000

Comparison winner

vs

54 facts in comparison

MSI GeForce GTX 1080 Gaming

Nvidia Quadro M6000

Why is MSI GeForce GTX 1080 Gaming better than Nvidia Quadro M6000?

  • 632MHz faster GPU clock speed?
    1620MHzvs988MHz
  • 2.22 TFLOPS higher floating-point performance?
    8.29 TFLOPSvs6.07 TFLOPS
  • 8.9 GPixel/s higher pixel rate?
    103.7 GPixel/svs94.8 GPixel/s
  • 70W lower TDP?
    180Wvs250W
  • 3396MHz higher effective memory clock speed?
    10008MHzvs6612MHz
  • 69.5 GTexels/s higher texture rate?
    259.2 GTexels/svs189.7 GTexels/s
  • Supports ray tracing?
  • 645MHz faster GPU turbo speed?
    1759MHzvs1114MHz

Why is Nvidia Quadro M6000 better than MSI GeForce GTX 1080 Gaming?

  • 402MHz faster memory clock speed?
    1653MHzvs1251MHz
  • 4GB more VRAM?
    12GBvs8GB
  • 128bit wider memory bus width?
    384bitvs256bit
  • 512 more shading units?
    3072vs2560
  • 800million more transistors?
    8000 millionvs7200 million
  • 32 more texture mapping units (TMUs)?
    192vs160
  • 32 more render output units (ROPs)?
    96vs64
  • 1 more DisplayPort outputs?
    4vs3

Which are the most popular comparisons?

MSI GeForce GTX 1080 Gaming

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Nvidia Quadro 6000

Price comparison

User reviews

Performance

GPU clock speed

1620MHz

988MHz

The graphics processing unit (GPU) has a higher clock speed.

GPU turbo

1759MHz

1114MHz

When the GPU is running below its limitations, it can boost to a higher clock speed in order to give increased performance.

pixel rate

103.7 GPixel/s

94.8 GPixel/s

The number of pixels that can be rendered to the screen every second.

floating-point performance

8.29 TFLOPS

6.07 TFLOPS

Floating-point performance is a measurement of the raw processing power of the GPU.

texture rate

259.2 GTexels/s

189.7 GTexels/s

The number of textured pixels that can be rendered to the screen every second.

GPU memory speed

1251MHz

1653MHz

The memory clock speed is one aspect that determines the memory bandwidth.

shading units

Shading units (or stream processors) are small processors within the graphics card that are responsible for processing different aspects of the image.

texture mapping units (TMUs)

TMUs take textures and map them to the geometry of a 3D scene. More TMUs will typically mean that texture information is processed faster.

render output units (ROPs)

The ROPs are responsible for some of the final steps of the rendering process, writing the final pixel data to memory and carrying out other tasks such as anti-aliasing to improve the look of graphics.

Memory

effective memory speed

10008MHz

6612MHz

The effective memory clock speed is calculated from the size and data rate of the memory. Higher clock speeds can give increased performance in games and other apps.

maximum memory bandwidth

320GB/s

317GB/s

This is the maximum rate that data can be read from or stored into memory.

VRAM (video RAM) is the dedicated memory of a graphics card. More VRAM generally allows you to run games at higher settings, especially for things like texture resolution.

memory bus width

256bit

384bit

A wider bus width means that it can carry more data per cycle. It is an important factor of memory performance, and therefore the general performance of the graphics card.

version of GDDR memory

Newer versions of GDDR memory offer improvements such as higher transfer rates that give increased performance.

Supports ECC memory

✖MSI GeForce GTX 1080 Gaming

✖Nvidia Quadro M6000

Error-correcting code memory can detect and correct data corruption. It is used when is it essential to avoid corruption, such as scientific computing or when running a server.

Features

DirectX version

DirectX is used in games, with newer versions supporting better graphics.

OpenGL version

OpenGL is used in games, with newer versions supporting better graphics.

OpenCL version

Some apps use OpenCL to apply the power of the graphics processing unit (GPU) for non-graphical computing. Newer versions introduce more functionality and better performance.

Supports multi-display technology

✔MSI GeForce GTX 1080 Gaming

✔Nvidia Quadro M6000

The graphics card supports multi-display technology. This allows you to configure multiple monitors in order to create a more immersive gaming experience, such as having a wider field of view.

load GPU temperature

Unknown. Help us by suggesting a value. (MSI GeForce GTX 1080 Gaming)

Unknown. Help us by suggesting a value. (Nvidia Quadro M6000)

A lower load temperature means that the card produces less heat and its cooling system performs better.

supports ray tracing

✔MSI GeForce GTX 1080 Gaming

✖Nvidia Quadro M6000

Ray tracing is an advanced light rendering technique that provides more realistic lighting, shadows, and reflections in games.

Supports 3D

✔MSI GeForce GTX 1080 Gaming

✔Nvidia Quadro M6000

Allows you to view in 3D (if you have a 3D display and glasses).

supports DLSS

✖MSI GeForce GTX 1080 Gaming

✖Nvidia Quadro M6000

DLSS (Deep Learning Super Sampling) is an upscaling technology powered by AI. It allows the graphics card to render games at a lower resolution and upscale them to a higher resolution with near-native visual quality and increased performance. DLSS is only available on select games.

PassMark (G3D) result

Unknown. Help us by suggesting a value. (MSI GeForce GTX 1080 Gaming)

This benchmark measures the graphics performance of a video card. Source: PassMark.

Ports

has an HDMI output

✔MSI GeForce GTX 1080 Gaming

✖Nvidia Quadro M6000

Devices with a HDMI or mini HDMI port can transfer high definition video and audio to a display.

HDMI ports

Unknown. Help us by suggesting a value. (Nvidia Quadro M6000)

More HDMI ports mean that you can simultaneously connect numerous devices, such as video game consoles and set-top boxes.

HDMI version

HDMI 2.0

Unknown. Help us by suggesting a value. (Nvidia Quadro M6000)

Newer versions of HDMI support higher bandwidth, which allows for higher resolutions and frame rates.

DisplayPort outputs

Allows you to connect to a display using DisplayPort.

DVI outputs

Allows you to connect to a display using DVI.

mini DisplayPort outputs

Allows you to connect to a display using mini-DisplayPort.

Price comparison

Which are the best graphics cards?

NVIDIA Quadro M6000 Graphics Card Review – Techgage

NVIDIA’s latest and greatest workstation graphics card has arrived, and it is intriguing, to say the least. The Quadro M6000 is built around NVIDIA’s latest GPU microarchitecture, Maxwell, which was first seen on the gaming-oriented GeForce GTX 900 GPUs. With that comes myriad perks.

Some of those perks are to be expected. Versus Kepler, Maxwell delivers much-improved performance-per-watt, and in the particular K6000 vs. M6000 battle, the latter is about 35% faster for a gain of 25W on the TDP. At the same time, the card’s ECC memory has been made 29GB/s faster. Further, a single M6000 can support up to four monitors all running at 4K/60.

The culmination of all its enhancements makes the Quadro M6000 a “beast” card; a proper ultra-high-end offering. It’s a no-compromise solution, offering 7 TFLOPs of single-precision performance and is optimized to take advantage of the latest graphics technologies (including NVIDIA’s own).

And, not that it will matter to most, it’s without question the best-looking Quadro to date.

A major selling-point of NVIDIA’s Quadro M6000 is one shared with all new generations: it’s optimized for the tools people use. But, there are two things that have received a big focus this time around that I’ll be touching on a bit more on this page: optimization of the company’s iray renderer, and its Visual Computing Appliance.

Before we dive into those features and others, let’s take a moment to talk about the hardware.

Side-by-side: NVIDIA’s Quadro M6000 & Quadro K5200

Video connectors: four DisplayPort & one DVI

The Quadro M6000 requires one 8-pin power connector

For the sake of improved cooling, the M6000 includes a backplate

A high-end quartet: GeForce TITAN X & GTX 980 Ti; Quadro M6000 & K52000

At the core, NVIDIA’s Quadro M6000 has similar hardware to its current top-end gaming card, the GeForce TITAN X. Outside of the firmware and driver, an important differentiator between the two is that the M6000 utilizes ECC memory (a feature also enjoyed by the K5200.) Compared to the K6000, the M6000 has close to 7% more CUDA cores, an 88MHz gain on the clock, and as mentioned earlier, faster memory.

The M6000 comes equipped with 4x DP 1.2 ports as well as a lone DVI-I. This is a nice jump over the K6000 which offers just two DP 1.2 ports, and with it, users can take advantage of 4x 4K/60Hz displays.

Also worth noting is the fact that the M6000 manages out-do the TITAN X by chopping off the 6-pin connector. All that’s needed here is a single 8-pin connector, allowing for even cleaner system builds. Like the K6000, there’s a stereo connector found at the top, and finally, like the TITAN X, the M6000 includes a backplate for the sake of increased cooling. If multiple M6000s are used, it’s recommended that the cover on the backplate be removed on all but the top GPU for optimal airflow.

NVIDIA Quadro Cores Core MHz Memory Mem MHz Mem Bus TDP Price
Quadro M6000 3072 988 12288MB 6612 384-bit 250W ~$5,000
Quadro K6000 2880 900 12288MB 6000 384-bit 225W ~$3,600
Quadro K5200 2304 650 8192MB 6000 256-bit 150W ~$1,800
Quadro K4200 1344 780 4096MB 5400 256-bit 105W ~$800
Quadro K2200 640 1000 4096MB 5000 128-bit 60W ~$430
Quadro K1200 512 1058 4096MB 5000 128-bit 45W ~$300
M6000 vs. K6000 Quadro M6000 Quadro K6000
Architecture Maxwell Kepler
SP Performance 7.0 TFLOPs 5.2 TFLOPs
Memory Bandwidth 317 GB/s 288 GB/s
ECC Memory Yes Yes
Power Connectors 1x 8-pin 2x 6-pin
Connectors 4x DP 1.2
1x DVI-I
1x Stereo
2x DP 1.2
1x DVI-I
1x DVI-D
1x Stereo
4K/60 Support 4 Displays 2 Displays
Quadro Sync Yes (Up to 16 displays) Yes (Up to 16 displays)
Max GPUs Per PC 4 4
GPU Direct for Video Yes Yes
Form Factor 4.4″ x 10.5″ 4.4″ x 10.5″

PNY sells a single SKU of the Quadro M6000, which includes a stereo connector bracket, three DP to DVI-D SL adapters, a DVI to VGA adapter, as well as a dual 6-pin to 8-pin connector (in case the PSU used doesn’t offer an 8-pin connector. )

What iray & VCA Can Do

(Some of this section was borrowed from our GTC 2015 recap article.)

NVIDIA introduced its first VCA (Visual Computing Appliance) model at 2014’s GTC, and with the Quadro M6000’s launch, it’s been given an update.

The latest VCA includes 8x Quadro M6000s, dual Intel Xeon E5 10-core 2.8GHz processors (leading me to believe these are still v2, not v3), 256GB of system memory, 12GB of VRAM per GPU, 2TB worth of SSD storage, dual 1Gbps Ethernet ports, dual 10Gbps Ethernet ports, and one InfiniBand port. Pre-installed software includes CentOS 6.6, VCA Manager, Iray 2014 3.4+, V-Ray 3.0+, and OptiX 3.8+.

With each Quadro M6000 retailing for about $5,000, the latest VCA at $50,000 could be considered well-priced given all of the extra hardware it bundles in, and the package it’s in. Like the original VCA, the new ones can be stacked, and from what I saw at the previous GTC, stacks of 4 have been commonly used in the real-world since the original launch. Even with K6000s at the helm, that’s an absurd amount of power – the type of power where a single heavily detailed ray traced scene could denoise itself to a great degree in mere seconds.

httpv://www.youtube.com/watch?v=8JItUtHwKiE

The above trailer is for an upcoming short film that’s rendered entirely using NVIDIA GPUs and Chaos V-Ray RT. I managed to catch a session at GTC to learn more, and I’m glad I did.

In 2014, director Kevin Margo’s real-time filming solution involved a BOXX PC equipped with a Quadro K6000 and dual Tesla K40s. Overall, the solution was quite good given the hardware, but the scenes rendered on the camera were hardly ideal given the amount of noise. Fast-forward to 2015, and Margo has performed the same filming duties while taking advantage of NVIDIA VCA cloud servers to dramatically improve the rendering time. Yup – 32 M6000s are quite a bit faster than Margo’s original tri-GPU setup.

You can check out the process with the following two videos, with the latter talking about the use of VCAs.

httpv://www.youtube.com/watch?v=nnaz8q6FLCk

httpv://www.youtube.com/watch?v=ihyRybQmmWc

After watching those, you should be able to better understand just how much faster GPUs and the VCAs can make the job of a CG filmmaker easier. In this scenario, they’ll have the option to both render a frame in real-time and view it on their camera before continuing filming, or run the recorded video in real-time before it’s rendered on a PC, and at any point pause it to render that particular frame so that things like lighting could be double-checked.

NVIDIA’s iray renderer isn’t new with the Quadro M6000, but it has been vastly improved, both from a features and performance standpoint (for the latter, check out the 3ds Max results page). With it, this physically based renderer can produce some stunning results. One example is seen below, and I recommend checking out Lightworks’ gallery page for more great examples.

I should note the fact that there are two versions of iray; a standard one which ships with 3ds Max and is available separately for Maya, Revit, and others, and iray+, an advanced version. Lightworks is the exclusive reseller of iray and the developer of iray+; you can review a full list of differences in Lightworks’ technical overview, but there are two big ones to note: iray+ allows you the ability to render using NVIDIA VCAs, and use interactive rendering. Outside of 3ds Max, the standard iray plugin added to other software will also allow you to take advantage of rendering to VCAs.

Interactive rendering is, in effect, iterative live renders. There are multiple modes for this, including fast, direct, preview, and photoreal (each is detailed in the aforementioned guide). As an example of its use, with an ActiveShade window open in an Autodesk product, you’ll be able to preview a scene in real-time, one that will begin rendering as soon as you pause the view. Why this is important is that it allows you to get quick basic results for a particular frame before you settle on that being the one you want. This makes it so you are able to manipulate the camera without lag to get the angle you want, let it run a few render iterations, and then decide whether or not further changes to the scene are needed.

Thanks to iray being a physically-based renderer, its use can be expanded upon even further. For example, if you want to create an advanced MAXScript, you’d be able to create a tool that lets you see how architecture is affected based on various real-world effects, like the sun. NVIDIA just so happens to have an example called “Death Ray” that highlights this capability.

Designed by Uruguayan Rafael Viñoly, London’s “20 Fenchurch Street” sports quite an interesting design. Some have dubbed it the “Walkie Talkie” due to this design, and as humorous as that might be, there’s a darker consequence of its shape. What the building’s designer didn’t realize was that because the entire building was covered with glass and arced a bit inward, it would create a “Death Ray” if multiple factors aligned properly.

You might recall hearing about the Vdara hotel in Las Vegas sizzling folks in the pool when the sun hits the building at just the right angle, and if so, prepare to be surprised: Similar shape, same designer.

This is something a physically-based render can highlight before a building gets built. NVIDIA recreated London and the 20 Fenchurch Street building in 3ds Max, and developed a tool that would allow manipulation of the time of year, time of day, angle of the sun, and so forth. What you see in the below shot happened in real-life: The beam of light became so strong, that it began to melt the chassis of someone’s Jaguar.

Given the fact that both 20 Fenchurch Street and Vdara prove what can go wrong in building design, we’ll (hopefully) see physically based renderers like iray become more relied-upon in the future.

Performance Testing The Quadro M6000

On the following pages, we’ll be putting NVIDIA’s latest Quadro through a gauntlet of real-world and synthetic tests, utilizing apps from Autodesk, Adobe, SPEC, SiSoftware, and a handful of others (including light gaming tests for good measure).

All tests are run at least twice to produce an accurate result, and if for some reason an odd result creeps up, we do a third run. In the case of this particular review, few tests had to go that route, as most of the benchmarks are very good at delivering similar results with each repeated run.

Our Windows 7 Ultimate x64 test OS has a couple of key Windows services disabled (Search, Defender, Firewall, and Update), and so is Aero. During all testing, the display is kept in 4K resolution, with two exceptions: SPECapc Maya 2012 and SPECviewperf are run with a 1080p resolution. Further, Vsync and G-SYNC are disabled through the NVIDIA Control Panel.

Our test system is as follows:

Techgage Workstation Test System
Processor Intel Core i7-5960X (8-core; 3GHz)
Motherboard ASUS X99-DELUXE
Memory Corsair Vengeance 32GB (8x4GB; DDR3-2133 11-12-11)
Graphics NVIDIA GeForce GTX TITAN X 12GB (GeForce 353.30)
NVIDIA Quadro M6000 12GB (Quadro 353.30)
NVIDIA Quadro K5200 8GB (Quadro 353.

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