NVIDIA GeForce GTX 1060 3 GB vs NVIDIA P106 100
GPU Comparison Result
Below are the results of a comparison of
NVIDIA GeForce GTX 1060 3 GB
and
NVIDIA P106 100
video cards based on key performance characteristics, as well as power consumption and much more.
Advantages
- Higher Boost Clock: 1709MHz (1708MHz vs 1709MHz)
- Larger Memory Size: 6GB (3GB vs 6GB)
- More Shading Units: 1280 (1152 vs 1280)
- Newer Launch Date: June 2017 (August 2016 vs June 2017)
Basic
NVIDIA
Label Name
NVIDIA
August 2016
Launch Date
June 2017
Desktop
Platform
Desktop
GeForce GTX 1060 3 GB
Model Name
P106 100
GeForce 10
Generation
Mining GPUs
1506MHz
Base Clock
1506MHz
1708MHz
Boost Clock
1709MHz
PCIe 3.0 x16
Bus Interface
PCIe 3.0 x16
4,400 million
Transistors
4,400 million
72
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.
80
TSMC
Foundry
TSMC
16 nm
Process Size
16 nm
Pascal
Architecture
Pascal
Memory Specifications
3GB
Memory Size
6GB
GDDR5
Memory Type
GDDR5
192bit
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.
192bit
2002MHz
Memory Clock
2002MHz
192.2 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.
192.2 GB/s
Theoretical Performance
81.98 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.
82.03 GPixel/s
123.0 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.
136.7 GTexel/s
61.49 GFLOPS
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.
68.36 GFLOPS
123.0 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.
136.7 GFLOPS
3.856
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.
4.463
TFLOPS
Miscellaneous
9
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.
10
1152
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.
1280
48 KB (per SM)
L1 Cache
48 KB (per SM)
1536KB
L2 Cache
1536KB
120W
TDP
120W
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
3.0
OpenCL Version
3.0
4.6
OpenGL
4.6
6.1
CUDA
6.1
12 (12_1)
DirectX
12 (12_1)
1x 6-pin
Power Connectors
1x 6-pin
48
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.
48
6.4
Shader Model
6.4
300W
Suggested PSU
300W
Benchmarks
FP32 (float)
/ TFLOPS
GeForce GTX 1060 3 GB
3.856
P106 100
4.463
+16%
3DMark Time Spy
GeForce GTX 1060 3 GB
3754
P106 100
4126
+10%
Blender
GeForce GTX 1060 3 GB
344
P106 100
391
+14%