NVIDIA GeForce RTX 4080 Mobile vs AMD Radeon RX 6800M
GPU Comparison Result
Below are the results of a comparison of NVIDIA GeForce RTX 4080 Mobile and AMD Radeon RX 6800M video cards based on key performance characteristics, as well as power consumption and much more.
Advantages
- Higher Bandwidth: 432.0 GB/s (432.0 GB/s vs 384.0 GB/s)
- More Shading Units: 7424 (7424 vs 2560)
- Newer Launch Date: January 2023 (January 2023 vs May 2021)
- Higher Boost Clock: 2390MHz (1665MHz vs 2390MHz)
Basic
NVIDIA
Label Name
AMD
January 2023
Launch Date
May 2021
Mobile
Platform
Mobile
GeForce RTX 4080 Mobile
Model Name
Radeon RX 6800M
GeForce 40 Mobile
Generation
Mobility Radeon
1290MHz
Base Clock
2116MHz
1665MHz
Boost Clock
2390MHz
PCIe 4.0 x16
Bus Interface
PCIe 4.0 x16
35,800 million
Transistors
17,200 million
58
RT Cores
40
-
Compute Units
40
232
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.
-
232
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.
160
TSMC
Foundry
TSMC
4 nm
Process Size
7 nm
Ada Lovelace
Architecture
RDNA 2.0
Memory Specifications
12GB
Memory Size
12GB
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.
192bit
2250MHz
Memory Clock
2000MHz
432.0 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.
384.0 GB/s
Theoretical Performance
133.2 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.
153.0 GPixel/s
386.3 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.
382.4 GTexel/s
24.72 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.
24.47 TFLOPS
386.3 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.
764.8 GFLOPS
24.226
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.
12.485
TFLOPS
Miscellaneous
58
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.
-
7424
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.
2560
128 KB (per SM)
L1 Cache
128 KB per Array
48MB
L2 Cache
3MB
110W
TDP
145W
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
2.1
4.6
OpenGL
4.6
12 Ultimate (12_2)
DirectX
12 Ultimate (12_2)
8.9
CUDA
-
None
Power Connectors
None
6.7
Shader Model
6.5
80
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.
64
Benchmarks
Shadow of the Tomb Raider 2160p
/ fps
GeForce RTX 4080 Mobile
86
+91%
Radeon RX 6800M
45
Shadow of the Tomb Raider 1440p
/ fps
GeForce RTX 4080 Mobile
153
+91%
Radeon RX 6800M
80
Shadow of the Tomb Raider 1080p
/ fps
GeForce RTX 4080 Mobile
198
+87%
Radeon RX 6800M
106
GTA 5 2160p
/ fps
GeForce RTX 4080 Mobile
137
+67%
Radeon RX 6800M
82
GTA 5 1440p
/ fps
GeForce RTX 4080 Mobile
137
+59%
Radeon RX 6800M
86
FP32 (float)
/ TFLOPS
GeForce RTX 4080 Mobile
24.226
+94%
Radeon RX 6800M
12.485
3DMark Time Spy
GeForce RTX 4080 Mobile
19286
+65%
Radeon RX 6800M
11690
Blender
GeForce RTX 4080 Mobile
6500
+366%
Radeon RX 6800M
1396