AMD Radeon RX 6800 XT
vs
NVIDIA GeForce RTX 3080

vs

GPU Comparison Result

Below are the results of a comparison of AMD Radeon RX 6800 XT and NVIDIA GeForce RTX 3080 video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Higher Boost Clock: 2250MHz (2250MHz vs 1710MHz)
  • Larger Memory Size: 16GB (16GB vs 10GB)
  • Newer Launch Date: October 2020 (October 2020 vs September 2020)
  • Higher Bandwidth: 760.3 GB/s (512.0 GB/s vs 760.3 GB/s)
  • More Shading Units: 8704 (4608 vs 8704)

Basic

AMD
Label Name
NVIDIA
October 2020
Launch Date
September 2020
Desktop
Platform
Desktop
Radeon RX 6800 XT
Model Name
GeForce RTX 3080
Navi II
Generation
GeForce 30
1825MHz
Base Clock
1440MHz
2250MHz
Boost Clock
1710MHz
PCIe 4.0 x16
Bus Interface
PCIe 4.0 x16
26,800 million
Transistors
28,300 million
72
RT Cores
68
72
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.
272
288
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.
272
TSMC
Foundry
Samsung
7 nm
Process Size
8 nm
RDNA 2.0
Architecture
Ampere

Memory Specifications

16GB
Memory Size
10GB
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.
320bit
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.
760.3 GB/s

Theoretical Performance

288.0 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.
164.2 GPixel/s
648.0 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.
465.1 GTexel/s
41.47 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.
29.77 TFLOPS
1296 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.
465.1 GFLOPS
20.325 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.
29.175 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.
68
4608
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.
8704
128 KB per Array
L1 Cache
128 KB (per SM)
4MB
L2 Cache
5MB
300W
TDP
320W
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
128
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
700W
Suggested PSU
700W

Benchmarks

Shadow of the Tomb Raider 2160p / fps
Radeon RX 6800 XT
71
GeForce RTX 3080
81 +14%
Shadow of the Tomb Raider 1440p / fps
Radeon RX 6800 XT
131
GeForce RTX 3080
136 +4%
Shadow of the Tomb Raider 1080p / fps
Radeon RX 6800 XT
192 +4%
GeForce RTX 3080
185
Cyberpunk 2077 2160p / fps
Radeon RX 6800 XT
61 +2%
GeForce RTX 3080
60
Cyberpunk 2077 1440p / fps
Radeon RX 6800 XT
68
GeForce RTX 3080
71 +4%
Cyberpunk 2077 1080p / fps
Radeon RX 6800 XT
100
GeForce RTX 3080
104 +4%
Battlefield 5 2160p / fps
Radeon RX 6800 XT
106
GeForce RTX 3080
109 +3%
Battlefield 5 1440p / fps
Radeon RX 6800 XT
183 +11%
GeForce RTX 3080
165
Battlefield 5 1080p / fps
Radeon RX 6800 XT
203 +9%
GeForce RTX 3080
186
GTA 5 2160p / fps
Radeon RX 6800 XT
109 +20%
GeForce RTX 3080
91
GTA 5 1440p / fps
Radeon RX 6800 XT
135
GeForce RTX 3080
138 +2%
GTA 5 1080p / fps
Radeon RX 6800 XT
182 +4%
GeForce RTX 3080
175
FP32 (float) / TFLOPS
Radeon RX 6800 XT
20.325
GeForce RTX 3080
29.175 +44%
3DMark Steel Nomad
Radeon RX 6800 XT
3672
GeForce RTX 3080
4443 +21%
3DMark Time Spy
Radeon RX 6800 XT
19904 +11%
GeForce RTX 3080
17947
Blender
Radeon RX 6800 XT
2384
GeForce RTX 3080
4656.22 +95%
Vulkan
Radeon RX 6800 XT
156538 +3%
GeForce RTX 3080
152166
OpenCL
Radeon RX 6800 XT
150221
GeForce RTX 3080
173543 +16%
Hashcat / H/s
Radeon RX 6800 XT
971947 +10%
GeForce RTX 3080
881523