The Quadro 5010M was a professional mobile graphics chip by NVIDIA, launched on February 22nd, 2011. Built on the 40 nm process, and based on the GF110 graphics processor, in its N12E-Q5-A1 variant, the chip supports DirectX 12. 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 paired 4 GB GDDR5 memory with the Quadro 5010M, 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 (2.6 Gbps effective). Being a mxm module card, the NVIDIA Quadro 5010M does not require any additional power connector, its power draw is rated at 100 W maximum. This device has no display connectivity, as it is not designed to have monitors connected to it. Rather it is intended for use in laptop/notebooks and will use the output of the host mobile device.
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
450 MHz
Shader Clock
900 MHz
Memory Clock
650 MHz
2.6 Gbps effective
Memory
Memory Size
4 GB
Memory Type
GDDR5
Memory Bus
256 bit
Bandwidth
83.20 GB/s
Render Config
Shading Units
384
TMUs
48
ROPs
32
SM Count
12
L1 Cache
64 KB (per SM)
L2 Cache
512 KB
Theoretical Performance
Pixel Rate
10.80 GPixel/s
Texture Rate
21.60 GTexel/s
FP32 (float)
691.2 GFLOPS
Board Design
Slot Width
MXM Module
TDP
100 W
Outputs
Portable Device Dependent
Power Connectors
None
Board Number
P1347 SKU 501
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.
Latest Drivers:
Windows XP / Server 2003 x64:
GeForce Release 368.81
Quadro Release R319 U2 (321.01)
Tesla Release 340.62 / R319 U2 (321.01)
Windows Vista:
GeForce Release 365.19
Quadro Release R346 U7 (348.40)
Tesla Release 340.84