Advantages
- Higher Bandwidth: 256.3 GB/s (256.3 GB/s vs 224.0 GB/s)
- More Shading Units: 1920 (1920 vs 1536)
- Higher Boost Clock: 1757MHz (1683MHz vs 1757MHz)
- Newer Launch Date: August 2020 (June 2016 vs August 2020)
Basic
NVIDIA
Label Name
AMD
June 2016
Launch Date
August 2020
Desktop
Platform
Desktop
GeForce GTX 1070
Model Name
Radeon Pro 5500 XT
GeForce 10
Generation
Radeon Pro Mac
1506MHz
Base Clock
1187MHz
1683MHz
Boost Clock
1757MHz
PCIe 3.0 x16
Bus Interface
PCIe 4.0 x8
7,200 million
Transistors
6,400 million
-
Compute Units
24
120
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.
96
TSMC
Foundry
TSMC
16 nm
Process Size
7 nm
Pascal
Architecture
RDNA 1.0
Memory Specifications
8GB
Memory Size
8GB
GDDR5
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.
128bit
2002MHz
Memory Clock
1750MHz
256.3 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.
224.0 GB/s
Display and Media
1x DVI
1x HDMI 2.0
3x DisplayPort 1.4a
1x HDMI 2.0
3x DisplayPort 1.4a
Outputs
No outputs
Theoretical Performance
107.7 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.
56.22 GPixel/s
202.0 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.
168.7 GTexel/s
101.0 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.
10.80 TFLOPS
202.0 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.
337.3 GFLOPS
6.592
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.
5.506
TFLOPS
Miscellaneous
15
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.
-
1920
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
48 KB (per SM)
L1 Cache
-
2MB
L2 Cache
2MB
150W
TDP
125W
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
2.1
4.6
OpenGL
4.6
6.1
CUDA
-
12 (12_1)
DirectX
12 (12_1)
1x 8-pin
Power Connectors
None
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
6.5
450W
Suggested PSU
300W
Benchmarks
FP32 (float)
/ TFLOPS
GeForce GTX 1070
6.592
+20%
Radeon Pro 5500 XT
5.506
Blender
GeForce GTX 1070
514.06
+527%
Radeon Pro 5500 XT
82
Vulkan
GeForce GTX 1070
49235
+24%
Radeon Pro 5500 XT
39646
OpenCL
GeForce GTX 1070
46137
+9%
Radeon Pro 5500 XT
42238
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