Advantages
- Higher Boost Clock: 1750MHz (1750MHz vs 1058MHz)
- Larger Memory Size: 16GB (16GB vs 2GB)
- Higher Bandwidth: 1024 GB/s (1024 GB/s vs 192.3 GB/s)
- More Shading Units: 3840 (3840 vs 1536)
- Newer Launch Date: February 2019 (February 2019 vs April 2013)
Basic
AMD
Label Name
NVIDIA
February 2019
Launch Date
April 2013
Desktop
Platform
Desktop
Radeon VII
Model Name
GeForce GTX 680 Mac Edition
Vega II
Generation
GeForce 600
1400MHz
Base Clock
1006MHz
1750MHz
Boost Clock
1058MHz
PCIe 3.0 x16
Bus Interface
PCIe 2.0 x16
13,230 million
Transistors
3,540 million
60
Compute Units
-
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.
128
TSMC
Foundry
TSMC
7 nm
Process Size
28 nm
GCN 5.1
Architecture
Kepler
Memory Specifications
16GB
Memory Size
2GB
HBM2
Memory Type
GDDR5
4096bit
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
1000MHz
Memory Clock
1502MHz
1024 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.
192.3 GB/s
Display and Media
1x HDMI 2.0b
3x DisplayPort 1.4a
3x DisplayPort 1.4a
Outputs
2x DVI
1x HDMI 1.4a
1x DisplayPort 1.2
1x HDMI 1.4a
1x DisplayPort 1.2
Theoretical Performance
112.0 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.
33.86 GPixel/s
420.0 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.
135.4 GTexel/s
26.88 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.
-
3.360 TFLOPS
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.
135.4 GFLOPS
13.709
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.
3.315
TFLOPS
Miscellaneous
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.
1536
16 KB (per CU)
L1 Cache
16 KB (per SMX)
4MB
L2 Cache
512KB
295W
TDP
195W
1.2
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.
1.1
2.1
OpenCL Version
3.0
4.6
OpenGL
4.6
-
CUDA
3.0
12 (12_1)
DirectX
12 (11_0)
2x 8-pin
Power Connectors
2x 6-pin
64
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.
32
6.4
Shader Model
5.1
600W
Suggested PSU
450W
Benchmarks
FP32 (float)
/ TFLOPS
Radeon VII
13.709
+314%
GeForce GTX 680 Mac Edition
3.315
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