NVIDIA RTX TITAN Ada
vs
AMD Radeon RX 7990 XTX

vs

GPU Comparison Result

Below are the results of a comparison of NVIDIA RTX TITAN Ada and AMD Radeon RX 7990 XTX video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Larger Memory Size: 48GB (48GB vs 24GB)
  • More Shading Units: 18432 (18432 vs 6144)
  • Higher Boost Clock: 3599MHz (2520MHz vs 3599MHz)

Basic

NVIDIA
Label Name
AMD
January 2023
Launch Date
-
Desktop
Platform
Desktop
RTX TITAN Ada
Model Name
Radeon RX 7990 XTX
GeForce 40
Generation
Navi III
2235MHz
Base Clock
2500MHz
2520MHz
Boost Clock
3599MHz
PCIe 4.0 x16
Bus Interface
PCIe 4.0 x16
-
Transistors
57,700 million
-
RT Cores
96
-
Compute Units
96
-
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.
384
-
Foundry
TSMC
-
Process Size
5 nm
-
Architecture
RDNA 3.0

Memory Specifications

48GB
Memory Size
24GB
GDDR6X
Memory Type
GDDR6
384bit
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.
384bit
1500MHz
Memory Clock
3000MHz
1152 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.
1152 GB/s

Display and Media

-
Outputs
1x HDMI 2.1a
2x DisplayPort 2.1
1x USB Type-C

Theoretical Performance

483.8 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.
691.0 GPixel/s
1452 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.
1382 GTexel/s
92.90 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.
176.9 TFLOPS
1452 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.
2.764 TFLOPS
96.653 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.
90.219 TFLOPS

Miscellaneous

144
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.
-
18432
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 SM)
L1 Cache
256 KB per Array
96MB
L2 Cache
6MB
800W
TDP
405W
-
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
-
OpenCL Version
2.2
-
OpenGL
4.6
-
DirectX
12 Ultimate (12_2)
-
Power Connectors
3x 8-pin
-
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.
192
-
Shader Model
6.7
-
Suggested PSU
800W

Benchmarks

FP32 (float) / TFLOPS
RTX TITAN Ada
96.653 +7%
Radeon RX 7990 XTX
90.219