AMD Radeon RX 6800M vs NVIDIA GeForce RTX 3080 Mobile
GPU Comparison Result
Below are the results of a comparison of AMD Radeon RX 6800M and NVIDIA GeForce RTX 3080 Mobile video cards based on key performance characteristics, as well as power consumption and much more.
Advantages
- Higher Boost Clock: 2390MHz (2390MHz vs 1545MHz)
- Larger Memory Size: 12GB (12GB vs 8GB)
- Newer Launch Date: May 2021 (May 2021 vs January 2021)
- Higher Bandwidth: 448.0 GB/s (384.0 GB/s vs 448.0 GB/s)
- More Shading Units: 6144 (2560 vs 6144)
Basic
AMD
Label Name
NVIDIA
May 2021
Launch Date
January 2021
Mobile
Platform
Mobile
Radeon RX 6800M
Model Name
GeForce RTX 3080 Mobile
Mobility Radeon
Generation
GeForce 30 Mobile
2116MHz
Base Clock
1110MHz
2390MHz
Boost Clock
1545MHz
PCIe 4.0 x16
Bus Interface
PCIe 4.0 x16
17,200 million
Transistors
17,400 million
40
RT Cores
48
40
Compute Units
-
-
Tensor Cores
?
Tensor Cores are specialized processing units designed specifically for deep learning, providing higher training and inference performance compared to FP32 training. They enable rapid computations in areas such as computer vision, natural language processing, speech recognition, text-to-speech conversion, and personalized recommendations. The two most notable applications of Tensor Cores are DLSS (Deep Learning Super Sampling) and AI Denoiser for noise reduction.
192
160
TMUs
?
Texture Mapping Units (TMUs) serve as components of the GPU, which are capable of rotating, scaling, and distorting binary images, and then placing them as textures onto any plane of a given 3D model. This process is called texture mapping.
192
TSMC
Foundry
Samsung
7 nm
Process Size
8 nm
RDNA 2.0
Architecture
Ampere
Memory Specifications
12GB
Memory Size
8GB
GDDR6
Memory Type
GDDR6
192bit
Memory Bus
?
The memory bus width refers to the number of bits of data that the video memory can transfer within a single clock cycle. The larger the bus width, the greater the amount of data that can be transmitted instantaneously, making it one of the crucial parameters of video memory. The memory bandwidth is calculated as: Memory Bandwidth = Memory Frequency x Memory Bus Width / 8. Therefore, when the memory frequencies are similar, the memory bus width will determine the size of the memory bandwidth.
256bit
2000MHz
Memory Clock
1750MHz
384.0 GB/s
Bandwidth
?
Memory bandwidth refers to the data transfer rate between the graphics chip and the video memory. It is measured in bytes per second, and the formula to calculate it is: memory bandwidth = working frequency × memory bus width / 8 bits.
448.0 GB/s
Theoretical Performance
153.0 GPixel/s
Pixel Rate
?
Pixel fill rate refers to the number of pixels a graphics processing unit (GPU) can render per second, measured in MPixels/s (million pixels per second) or GPixels/s (billion pixels per second). It is the most commonly used metric to evaluate the pixel processing performance of a graphics card.
148.3 GPixel/s
382.4 GTexel/s
Texture Rate
?
Texture fill rate refers to the number of texture map elements (texels) that a GPU can map to pixels in a single second.
296.6 GTexel/s
24.47 TFLOPS
FP16 (half)
?
An important metric for measuring GPU performance is floating-point computing capability. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable. Single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks, while double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy.
18.98 TFLOPS
764.8 GFLOPS
FP64 (double)
?
An important metric for measuring GPU performance is floating-point computing capability. Double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy, while single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
296.6 GFLOPS
12.485
TFLOPS
FP32 (float)
?
An important metric for measuring GPU performance is floating-point computing capability. Single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks, while double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
19.36
TFLOPS
Miscellaneous
-
SM Count
?
Multiple Streaming Processors (SPs), along with other resources, form a Streaming Multiprocessor (SM), which is also referred to as a GPU's major core. These additional resources include components such as warp schedulers, registers, and shared memory. The SM can be considered the heart of the GPU, similar to a CPU core, with registers and shared memory being scarce resources within the SM.
48
2560
Shading Units
?
The most fundamental processing unit is the Streaming Processor (SP), where specific instructions and tasks are executed. GPUs perform parallel computing, which means multiple SPs work simultaneously to process tasks.
6144
128 KB per Array
L1 Cache
128 KB (per SM)
3MB
L2 Cache
4MB
145W
TDP
115W
1.3
Vulkan Version
?
Vulkan is a cross-platform graphics and compute API by Khronos Group, offering high performance and low CPU overhead. It lets developers control the GPU directly, reduces rendering overhead, and supports multi-threading and multi-core processors.
1.3
2.1
OpenCL Version
3.0
4.6
OpenGL
4.6
-
CUDA
8.6
12 Ultimate (12_2)
DirectX
12 Ultimate (12_2)
None
Power Connectors
None
6.5
Shader Model
6.6
64
ROPs
?
The Raster Operations Pipeline (ROPs) is primarily responsible for handling lighting and reflection calculations in games, as well as managing effects like anti-aliasing (AA), high resolution, smoke, and fire. The more demanding the anti-aliasing and lighting effects in a game, the higher the performance requirements for the ROPs; otherwise, it may result in a sharp drop in frame rate.
96
Benchmarks
Shadow of the Tomb Raider 2160p
/ fps
Radeon RX 6800M
45
GeForce RTX 3080 Mobile
46
+2%
Shadow of the Tomb Raider 1440p
/ fps
Radeon RX 6800M
80
GeForce RTX 3080 Mobile
81
+1%
Shadow of the Tomb Raider 1080p
/ fps
Radeon RX 6800M
106
GeForce RTX 3080 Mobile
112
+6%
GTA 5 2160p
/ fps
Radeon RX 6800M
82
GeForce RTX 3080 Mobile
90
+10%
GTA 5 1440p
/ fps
Radeon RX 6800M
86
GeForce RTX 3080 Mobile
90
+5%
GTA 5 1080p
/ fps
Radeon RX 6800M
143
GeForce RTX 3080 Mobile
161
+13%
FP32 (float)
/ TFLOPS
Radeon RX 6800M
12.485
GeForce RTX 3080 Mobile
19.36
+55%
3DMark Time Spy
Radeon RX 6800M
11690
GeForce RTX 3080 Mobile
11762
+1%
Blender
Radeon RX 6800M
1396
GeForce RTX 3080 Mobile
3235
+132%