Advantages
- Higher Bandwidth: 224.4 GB/s (224.4 GB/s vs 143.9 GB/s)
- More Shading Units: 2048 (2048 vs 1024)
- Higher Boost Clock: 2815MHz (1216MHz vs 2815MHz)
- Newer Launch Date: January 2022 (September 2014 vs January 2022)
Basic
NVIDIA
Label Name
AMD
September 2014
Launch Date
January 2022
Desktop
Platform
Desktop
GeForce GTX 980
Model Name
Radeon RX 6500 XT
GeForce 900
Generation
Navi II
1127MHz
Base Clock
2310MHz
1216MHz
Boost Clock
2815MHz
PCIe 3.0 x16
Bus Interface
PCIe 4.0 x4
5,200 million
Transistors
5,400 million
-
RT Cores
16
-
Compute Units
16
128
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.
64
TSMC
Foundry
TSMC
28 nm
Process Size
6 nm
Maxwell 2.0
Architecture
RDNA 2.0
Memory Specifications
4GB
Memory Size
4GB
GDDR5
Memory Type
GDDR6
256bit
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.
64bit
1753MHz
Memory Clock
2248MHz
224.4 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.
143.9 GB/s
Display and Media
1x DVI
1x HDMI 2.0
3x DisplayPort 1.4a
1x HDMI 2.0
3x DisplayPort 1.4a
Outputs
1x HDMI 2.1
1x DisplayPort 1.4a
1x DisplayPort 1.4a
Theoretical Performance
77.82 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.
90.08 GPixel/s
155.6 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.
180.2 GTexel/s
-
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.
11.53 TFLOPS
155.6 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.
360.3 GFLOPS
5.081
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.
5.65
TFLOPS
Miscellaneous
2048
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.
1024
48 KB (per SMM)
L1 Cache
128 KB per Array
2MB
L2 Cache
1024KB
165W
TDP
107W
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
3.0
OpenCL Version
2.2
4.6
OpenGL
4.6
5.2
CUDA
-
12 (12_1)
DirectX
12 Ultimate (12_2)
2x 6-pin
Power Connectors
1x 6-pin
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.
32
6.4
Shader Model
6.6
450W
Suggested PSU
300W
Benchmarks
Shadow of the Tomb Raider 2160p
/ fps
GeForce GTX 980
18
+20%
Radeon RX 6500 XT
15
Shadow of the Tomb Raider 1440p
/ fps
GeForce GTX 980
34
+6%
Radeon RX 6500 XT
32
Shadow of the Tomb Raider 1080p
/ fps
GeForce GTX 980
63
+37%
Radeon RX 6500 XT
46
GTA 5 2160p
/ fps
GeForce GTX 980
59
+90%
Radeon RX 6500 XT
31
GTA 5 1440p
/ fps
GeForce GTX 980
61
+39%
Radeon RX 6500 XT
44
GTA 5 1080p
/ fps
GeForce GTX 980
98
+4%
Radeon RX 6500 XT
94
FP32 (float)
/ TFLOPS
GeForce GTX 980
5.081
Radeon RX 6500 XT
5.65
+11%
3DMark Steel Nomad
GeForce GTX 980
504
+59%
Radeon RX 6500 XT
317
3DMark Time Spy
GeForce GTX 980
4250
Radeon RX 6500 XT
5061
+19%
Blender
GeForce GTX 980
343.23
Radeon RX 6500 XT
436
+27%
Vulkan
GeForce GTX 980
38993
Radeon RX 6500 XT
55474
+42%
OpenCL
GeForce GTX 980
29769
Radeon RX 6500 XT
48080
+62%
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