NVIDIA GeForce GTX 1080 Ti
vs
NVIDIA GeForce RTX 5090

vs

GPU Comparison Result

Below are the results of a comparison of NVIDIA GeForce GTX 1080 Ti and NVIDIA GeForce RTX 5090 video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Higher Boost Clock: 2407 MHz (1582MHz vs 2407 MHz)
  • Larger Memory Size: 32 GB GDDR7 (11GB vs 32 GB GDDR7)
  • Higher Bandwidth: 1792 GB/s (484.4 GB/s vs 1792 GB/s)
  • More Shading Units: 21760 (3584 vs 21760)
  • Newer Launch Date: January 2025 (March 2017 vs January 2025)

Basic

NVIDIA
Label Name
NVIDIA
March 2017
Launch Date
January 2025
Desktop
Platform
Desktop
-
GPU Lithography
TSMC 4N
GeForce GTX 1080 Ti
Model Name
GeForce RTX 5090
GeForce 10
Generation
GeForce 50
1481MHz
Base Clock
2010 MHz
1582MHz
Boost Clock
2407 MHz
PCIe 3.0 x16
Bus Interface
PCIe Gen 5
11,800 million
Transistors
92.2
-
RT Cores
170, 4th Gen
-
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.
680, 5th Gen
224
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.
680
TSMC
Foundry
TSMC
16 nm
Process Size
-
Pascal
Architecture
NVIDIA Blackwell / GB202

Memory Specifications

11GB
Memory Size
32 GB GDDR7
GDDR5X
Memory Type
GDDR7
352bit
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.
512-bit
1376MHz
Memory Clock
-
484.4 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.
1792 GB/s

Display and Media

1x HDMI 2.0
3x DisplayPort 1.4a
Outputs
1x HDMI 2.1b
3x DisplayPort 2.1b with UHBR20

Theoretical Performance

139.2 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.
423.6 GPixel/s
354.4 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.
1636.8 GTexel/s
177.2 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.
104.8 TFLOPS
354.4 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.
1.613 TFLOPS
11.567 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.
104.8 TFLOPS

Miscellaneous

28
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.
170
3584
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.
21760
48 KB (per SM)
L1 Cache
128 KB (per SM)
0MB
L2 Cache
96 MB
250W
TDP
575 W TGP
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.
1.4
3.0
OpenCL Version
3.0
4.6
OpenGL
4.6
6.1
CUDA
CUDA Compute Capability 12.0
12 (12_1)
DirectX
12 Ultimate (12_2)
1x 6-pin + 1x 8-pin
Power Connectors
1x 16-pin (12V-2x6)
88
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.
176
6.4
Shader Model
6.7
600W
Suggested PSU
1000 W

Benchmarks

FP32 (float) / TFLOPS
GeForce GTX 1080 Ti
11.567
GeForce RTX 5090
104.8 +806%
3DMark Steel Nomad
GeForce GTX 1080 Ti
2231
GeForce RTX 5090
14544 +552%
Blender
GeForce GTX 1080 Ti
820.87
GeForce RTX 5090
15026.3 +1731%
Vulkan
GeForce GTX 1080 Ti
83205
GeForce RTX 5090
366095 +340%
OpenCL
GeForce GTX 1080 Ti
61514
GeForce RTX 5090
368974 +500%