SKU: 39798357351

Ubiquiti UISP airMAX PowerBeam M5 300 5GHz 22dBi Radio Includes POE Injector | PBE-M5-300

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Description

Ubiquiti UISP airMAX PowerBeam M5 300 5GHz 22dBi Radio Includes POE Injector | PBE-M5-300High Performance airMAX Point to Point Bridge Starting with the first generation NanoBridge, Ubiquiti Networks pioneered the all in one design for an airMAX product functioning as a CPE (Customer Premises Equipment). The PowerBeam M5 300 represents the latest evolution of this design, integrating the radio and antenna to create a more efficient and compact CPE. Its excellent beam directivity provides superior performance, especially in high noise

High-Performance airMAX® Point-to-Point Bridge

Starting with the first-generation NanoBridge®, Ubiquiti Networks pioneered the all-in-one design for an airMAX® product functioning as a CPE (Customer Premises Equipment). The PowerBeam® M5 300 represents the latest evolution of this design, integrating the radio and antenna to create a more efficient and compact CPE. Its excellent beam directivity provides superior performance, especially in high-noise environments. With a throughput of over 150 Mbps and a range of over 20 km, the PowerBeam M5 is built for long-distance, carrier-class links.

Advanced Antenna Technology

The PowerBeam directs RF energy in a tighter beamwidth, which spatially filters out noise and significantly improves noise immunity. This feature is crucial in areas crowded with other RF signals of the same or similar frequency. Ubiquiti's InnerFeed® technology integrates the radio directly into the feedhorn of the antenna, eliminating the need for a cable and thereby preventing cable losses. This highly integrated design provides maximum gain from the smallest possible footprint.

Proprietary airMAX® Protocol

Unlike standard Wi-Fi protocols, Ubiquiti's Time Division Multiple Access (TDMA) airMAX protocol allows each client to send and receive data using pre-designated time slots scheduled by an intelligent AP controller. This time-slot method eliminates hidden node collisions and maximizes airtime efficiency, leading to significant performance improvements in latency, throughput, and scalability compared to other outdoor systems in its class.

Durable and Easy to Install

Designed for outdoor environments, the PowerBeam features a UV-stabilized plastic enclosure and can operate in temperatures ranging from -40 to 70° C. The included pole-mounting kit and built-in mechanical tilt make installation straightforward and precise. The package contains everything needed for deployment, including the dish reflector, antenna feed, mounting hardware, and a 24V PoE adapter.

System and Processor
Processor Specs Atheros MIPS 74Kc, 560 MHz
Memory 64 MB DDR2, 8 MB Flash
Networking Interface (1) 10/100 Ethernet Port
Radio and Antenna
Operating Frequency Worldwide: 5150 - 5875 MHz
Gain 22 dBi
Max. Power Consumption 6W
Polarization Dual Linear
Channel Sizes 5/8/10/20/30/40 MHz
Physical and Environmental
Dimensions 325 x 325 x 256 mm (12.80 x 12.80 x 10.08")
Weight 1.203 kg (2.65 lb)
Enclosure Outdoor UV Stabilized Plastic
Power Supply 24V, 0.5A PoE Adapter (Included)
Power Method Passive PoE (Pairs 4, 5+; 7, 8 Return)
Mounting Pole-Mount Kit (Included)
Wind Survivability 200 km/h (125 mph)
Operating Temperature -40 to 70° C (-40 to 158° F)
Operating Humidity 5 to 95% Non-Condensing
Certifications CE, FCC, IC
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SKU: 39798357351

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4.4 ★★★★★
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Tinkerer
Fort Morgan, US
★★★★★ 5
There's nothing else out there that's this comprehensive
Format: Hardcover
Unlike my last review, this one I'm happy to write. I'm a game engine programmer, but I don't have a long history with games, and how their engines are typically structured. Every in-house AAA engine will be different of course, and obviously you won't find books (or typically any docs at all really) on the structure of these behemoths, so the best you can hope for is something that tries to give you the high level overview of what to look for - how a tools pipeline is setup, what subsystems to expect, how they interact, etc. This book provides all of that, and so, so much more. I really can't believe how much is packed in this thing. A really nice section on OS fundamentals, extensive coverage of concurrent programming, tools, audio, physics, it's all there (in one way or another). Like most of these kinds of books, you probably don't want to try and read it front to back (although that would be awesome, who has the time for that?) Instead, I've been going to sections on an as-needed basis and picking up just the stuff I need most at that time, and it's been great. I'm at the point in my career where I'm just not buying as many books as I used to, either because they don't deliver on their promises, they only cover the basics, or they just rehash things that have already been covered extensively in other books. This book's definitely got me excited, because it provides a ton of real-world info that's hard to get anywhere else. 100% recommend to anyone new to game engine software development. UPDATE: 6 months later, and this book continues to amaze. After studying every line of code in the section on memory allocators, I've added this feature to my engine and it works great. Same with quaternions. I just keep finding myself reaching for this book! What a great resource, rock solid.
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Reviewed in the United States on August 18, 2019
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robert thompson
Houston, US
★★★★★ 5
Don't peek at the next page.
Format: Hardcover
Basically, best practices in game engine architecture, citing a wide array of game engines used by a wide array of top game makers. Out of a ~1150 page book: The longest chapter is ~150 pages, on Parallelism and Concurrent Programming. Rendering Engine is ~100 pages Collision and Rigid Body Dynamics is ~100 pages 3D Math for Games is ~50 pages I had hoped for treatments on quaternion camera and for entity component system, but alas, no. What I did get was still crucial. The most illuminating guidance was in Engine Support Systems (~50 pages) which talked about best Memory Management, and in Game Loop and Real-Time Simulation which talks about ideal orders of operations in a highly efficient game loop. The first 400 pages of this book are not exclusive to games. A new programmer that wants to do high performance programming can gain a lot from this before it gets into 'primarily' game topics. My strategy for getting through this whale was to never peek at the next page. I did not read (Character) Animation Systems (~100 pages) or Audio (~100 pages), as I do not need them at this time. You can certainly damage the book if you don't keep in mind its weight, or if you do that maneuver where you forcibly open it against its spine. I did that and the binding popped off the backing. It's all in one piece, and it's easier to read. It's a big tome.
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Reviewed in the United States on February 6, 2022
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Vincent Marias
Omaha, US
★★★★★ 5
The Bible, if it was good
Format: Hardcover
I’m not kidding when I say the first 350 pages of this book are quite literally an entire computer science degree. In fact, many CS majors would learn more about some of these subjects here than in their classes. I’m incredibly impressed with the thoroughness and depth of this absolute tome, and I’ll be far more impressed if the binding is able to hold on to all 1200 pages for the whole time it takes me to read it.
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Reviewed in the United States on October 29, 2024
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Verified Purchase
Joan Rubio
Bozeman, US
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
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Reviewed in the United States on October 15, 2025
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Piotr S.
Fort Morgan, US
★★★★★ 5
good quality
Format: Hardcover, Format: Hardcover
Content is top notch as always. My 5-stars go mainly to reflect print quality of the book. Text is nice and clear, binding is done in proper cloth spine binding as you would expect from hardcover edition. Ordered my book on Feb 5th, 2019 and received it on Feb 11th, 2019. The book feels solid not like to fall apart right away. No issues like those reported for "Real-Time Rendering, 4th Edition" or "Physically Based Rendering: From Theory to Implementation 3rd Edition" or "3D Math Primer for Graphics and Game Development, 2nd Edition". This one is a keeper, so sad some other CG books had to go beacuse of the quality "issues".
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Reviewed in the United States on February 13, 2019

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