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Can I Run Child of Light on NVIDIA Quadro P6000?

Check if this GPU meets the system requirements for Child of Light. Get FPS estimates and optimization tips.

Child of Light

Can NVIDIA Quadro P6000 run Child of Light? This report projects 1080p Medium FPS from the GPU score, then compares NVIDIA Quadro P6000 with the publisher minimum (nVidia GeForce 8800 GT or AMD Radeon HD2900 XT (512MB VRAM with Shader Model 4.0 or higher)) and recommended (nVidia GeForce GTX260 or AMD Radeon HD4870 (512MB VRAM with Shader Model 4.0 or higher)) graphics.

At 1080p Medium we estimate about 77 FPS average and 53 FPS 1% lows. NVIDIA Quadro P6000 matches the publisher recommended GPU (nVidia GeForce GTX260 or AMD Radeon HD4870 (512MB VRAM with Shader Model 4.0 or higher)). This is a GPU-led projection with a typical mid-range CPU and 16 GB of RAM, not a live capture from your PC.

NVIDIA Quadro P6000

Estimated average FPS · 1080p Medium

77

FPS

This GPU should run the game well at 1080p Medium.

Average FPS77
1% low FPS53

Avg FPS

77

1% Low

53

GPU load

93%

Stutter risk

Low

NVIDIA Quadro P6000 · 16 GB · 1080p · Medium · Child of Light

FPS by resolution (Medium)

720p 112 FPS (1% low 77)
1080p focus 77 FPS (1% low 53)
1440p 45 FPS (1% low 31)
4K 28 FPS (1% low 19)

All settings presets 1080p

Preset Avg FPS 1% low GPU % Stutter
Low 112 77 93% Low
Medium 77 53 93% Low
High 53 36 99% Low
Ultra 37 26 99% Low

GPU vs publisher requirements

NVIDIA Quadro P6000 matches the publisher recommended GPU, so Medium to High at 1080p is a realistic target.

Minimum GPU

nVidia GeForce 8800 GT or AMD Radeon HD2900 XT (512MB VRAM with Shader Model 4.0 or higher)

Recommended GPU

nVidia GeForce GTX260 or AMD Radeon HD4870 (512MB VRAM with Shader Model 4.0 or higher)

Min CPU: Intel Core2Duo E8200 @ 2.6 GHz or AMD Athlon II X2 240 @ 2.8 GHz

Min RAM: 2 GB RAM

Min storage: 3 GB available space

Bottleneck & smoothness

CPU · Moderate

Your GPU is ahead of your CPU. CPU-bound scenes (simulation, streaming, open worlds) may limit frame rates.

GPU load93%
CPU load (typical mid-range)76%

Playability

Good

Smoothness

PLAYABLE

Avg frame time

12.94 ms

Suggested target

60 FPS

What to expect

Child of Light on NVIDIA Quadro P6000 should feel smooth at 1080p Medium, with 1% lows near 53 FPS. 1440p Medium is around 45 FPS, and 4K Medium around 28 FPS.

We score NVIDIA Quadro P6000 (72) against this title’s demand, then estimate average FPS, 1% lows, GPU load, and stutter risk. Real FPS still moves with drivers, patches, and scene complexity — treat this as a planning report, not a lab benchmark.

Settings optimizer

Aim for ~60 FPS: High at 1080p is a strong balance.

Resolution 1080p
Anti Aliasing TAA
Texture Quality High
Shadow Quality Medium
Effects Medium
Motion Blur Off
View Distance High

Upgrade path

NVIDIA Quadro P6000 is a workable GPU for Child of Light at 1080p. Spend upgrades on VRAM or a newer generation only if you want 1440p/4K or Ultra presets.

Personal PC check

This page is game plus GPU only. Add your CPU and RAM on the full check for a private, noindex result.

FAQ

Can I run Child of Light on NVIDIA Quadro P6000?

This GPU should run the game well at 1080p Medium. NVIDIA Quadro P6000 matches the publisher recommended GPU (nVidia GeForce GTX260 or AMD Radeon HD4870 (512MB VRAM with Shader Model 4.0 or higher)). This public estimate is game plus GPU only. A weaker CPU or 8 GB of RAM can drop FPS further.

What settings should I use on NVIDIA Quadro P6000?

Aim for ~60 FPS: High at 1080p is a strong balance.

Will NVIDIA Quadro P6000 hit 60 FPS in Child of Light?

Yes at 1080p Medium in this model (~77 FPS). Watch 1% lows (53) if you want competitive smoothness.

Does this page include my CPU and RAM?

No. This URL is game plus GPU so it can be indexed. For a personal CPU/RAM result use the full PC check — that page stays noindex.

How accurate is this Child of Light GPU estimate?

We score NVIDIA Quadro P6000 (72) against this title’s demand, then estimate average FPS, 1% lows, GPU load, and stutter risk. Real FPS still moves with drivers, patches, and scene complexity — treat this as a planning report, not a lab benchmark.