AMD Radeon RX 6800
vs
NVIDIA GeForce RTX 3070

vs

GPU Comparison Result

Below are the results of a comparison of AMD Radeon RX 6800 and NVIDIA GeForce RTX 3070 video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Higher Boost Clock: 2105MHz (2105MHz vs 1725MHz)
  • Larger Memory Size: 16GB (16GB vs 8GB)
  • Higher Bandwidth: 512.0 GB/s (512.0 GB/s vs 448.0 GB/s)
  • Newer Launch Date: October 2020 (October 2020 vs September 2020)
  • More Shading Units: 5888 (3840 vs 5888)

Basic

AMD
Label Name
NVIDIA
October 2020
Launch Date
September 2020
Desktop
Platform
Desktop
Radeon RX 6800
Model Name
GeForce RTX 3070
Navi II
Generation
GeForce 30
1700MHz
Base Clock
1500MHz
2105MHz
Boost Clock
1725MHz
PCIe 4.0 x16
Bus Interface
PCIe 4.0 x16
26,800 million
Transistors
17,400 million
60
RT Cores
46
60
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.
184
240
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.
184
TSMC
Foundry
Samsung
7 nm
Process Size
8 nm
RDNA 2.0
Architecture
Ampere

Memory Specifications

16GB
Memory Size
8GB
GDDR6
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.
256bit
2000MHz
Memory Clock
1750MHz
512.0 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

Display and Media

1x HDMI 2.1
2x DisplayPort 1.4a
1x USB Type-C
Outputs
1x HDMI 2.1
3x DisplayPort 1.4a

Theoretical Performance

202.1 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.
165.6 GPixel/s
505.2 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.
317.4 GTexel/s
32.33 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.
20.31 TFLOPS
1010 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.
317.4 GFLOPS
16.493 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.
19.904 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.
46
3840
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.
5888
128 KB per Array
L1 Cache
128 KB (per SM)
4MB
L2 Cache
4MB
250W
TDP
220W
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)
2x 8-pin
Power Connectors
1x 12-pin
96
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
6.5
Shader Model
6.6
600W
Suggested PSU
550W

Benchmarks

Shadow of the Tomb Raider 2160p / fps
Radeon RX 6800
66 +22%
GeForce RTX 3070
54
Shadow of the Tomb Raider 1440p / fps
Radeon RX 6800
115 +19%
GeForce RTX 3070
97
Shadow of the Tomb Raider 1080p / fps
Radeon RX 6800
165 +17%
GeForce RTX 3070
141
Cyberpunk 2077 2160p / fps
Radeon RX 6800
52 +16%
GeForce RTX 3070
45
Cyberpunk 2077 1440p / fps
Radeon RX 6800
59 +4%
GeForce RTX 3070
57
Cyberpunk 2077 1080p / fps
Radeon RX 6800
85 +1%
GeForce RTX 3070
84
Battlefield 5 2160p / fps
Radeon RX 6800
89 +13%
GeForce RTX 3070
79
Battlefield 5 1440p / fps
Radeon RX 6800
182 +32%
GeForce RTX 3070
138
Battlefield 5 1080p / fps
Radeon RX 6800
190
GeForce RTX 3070
192 +1%
GTA 5 2160p / fps
Radeon RX 6800
100 +47%
GeForce RTX 3070
68
GTA 5 1440p / fps
Radeon RX 6800
129 +25%
GeForce RTX 3070
103
GTA 5 1080p / fps
Radeon RX 6800
173 +11%
GeForce RTX 3070
156
FP32 (float) / TFLOPS
Radeon RX 6800
16.493
GeForce RTX 3070
19.904 +21%
3DMark Steel Nomad
Radeon RX 6800
3189 +0%
GeForce RTX 3070
3180
3DMark Time Spy
Radeon RX 6800
16792 +27%
GeForce RTX 3070
13231
Blender
Radeon RX 6800
2039.9
GeForce RTX 3070
3105.61 +52%
Vulkan
Radeon RX 6800
127566 +8%
GeForce RTX 3070
117697
OpenCL
Radeon RX 6800
125583
GeForce RTX 3070
128527 +2%