AMD Radeon RX 6800
vs
NVIDIA GeForce RTX 3070 Ti

vs

GPU Comparison Result

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

Advantages

  • Higher Boost Clock: 2105MHz (2105MHz vs 1770MHz)
  • Larger Memory Size: 16GB (16GB vs 8GB)
  • Higher Bandwidth: 608.3 GB/s (512.0 GB/s vs 608.3 GB/s)
  • More Shading Units: 6144 (3840 vs 6144)
  • Newer Launch Date: May 2021 (October 2020 vs May 2021)

Basic

AMD
Label Name
NVIDIA
October 2020
Launch Date
May 2021
Desktop
Platform
Desktop
Radeon RX 6800
Model Name
GeForce RTX 3070 Ti
Navi II
Generation
GeForce 30
1700MHz
Base Clock
1575MHz
2105MHz
Boost Clock
1770MHz
PCIe 4.0 x16
Bus Interface
PCIe 4.0 x16
26,800 million
Transistors
17,400 million
60
RT Cores
48
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.
192
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.
192
TSMC
Foundry
Samsung
7 nm
Process Size
8 nm
RDNA 2.0
Architecture
Ampere

Memory Specifications

16GB
Memory Size
8GB
GDDR6
Memory Type
GDDR6X
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
1188MHz
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.
608.3 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.
169.9 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.
339.8 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.
21.75 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.
339.8 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.
21.315 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
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.
6144
128 KB per Array
L1 Cache
128 KB (per SM)
4MB
L2 Cache
4MB
250W
TDP
290W
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
600W

Benchmarks

Shadow of the Tomb Raider 2160p / fps
Radeon RX 6800
66
GeForce RTX 3070 Ti
69 +5%
Shadow of the Tomb Raider 1440p / fps
Radeon RX 6800
115
GeForce RTX 3070 Ti
128 +11%
Shadow of the Tomb Raider 1080p / fps
Radeon RX 6800
165
GeForce RTX 3070 Ti
174 +5%
Cyberpunk 2077 2160p / fps
Radeon RX 6800
52
GeForce RTX 3070 Ti
52
Cyberpunk 2077 1440p / fps
Radeon RX 6800
59
GeForce RTX 3070 Ti
64 +8%
Cyberpunk 2077 1080p / fps
Radeon RX 6800
85
GeForce RTX 3070 Ti
98 +15%
Battlefield 5 2160p / fps
Radeon RX 6800
89 +7%
GeForce RTX 3070 Ti
83
Battlefield 5 1440p / fps
Radeon RX 6800
182 +22%
GeForce RTX 3070 Ti
149
Battlefield 5 1080p / fps
Radeon RX 6800
190
GeForce RTX 3070 Ti
192 +1%
GTA 5 2160p / fps
Radeon RX 6800
100 +27%
GeForce RTX 3070 Ti
79
GTA 5 1440p / fps
Radeon RX 6800
129 +11%
GeForce RTX 3070 Ti
116
GTA 5 1080p / fps
Radeon RX 6800
173 +7%
GeForce RTX 3070 Ti
161
FP32 (float) / TFLOPS
Radeon RX 6800
16.493
GeForce RTX 3070 Ti
21.315 +29%
3DMark Steel Nomad
Radeon RX 6800
3189
GeForce RTX 3070 Ti
3499 +10%
3DMark Time Spy
Radeon RX 6800
16792 +11%
GeForce RTX 3070 Ti
15163
Blender
Radeon RX 6800
2039.9
GeForce RTX 3070 Ti
3510.95 +72%
Vulkan
Radeon RX 6800
127566
GeForce RTX 3070 Ti
127663 +0%
OpenCL
Radeon RX 6800
125583
GeForce RTX 3070 Ti
138595 +10%