NVIDIA GeForce GTX 760 OEM vs AMD Radeon Pro W6600M
GPU Comparison Result
Below are the results of a comparison of NVIDIA GeForce GTX 760 OEM and AMD Radeon Pro W6600M video cards based on key performance characteristics, as well as power consumption and much more.
Advantages
- Higher Boost Clock: 2903MHz (1046MHz vs 2903MHz)
- Larger Memory Size: 8GB (2GB vs 8GB)
- Higher Bandwidth: 224.0 GB/s (211.2 GB/s vs 224.0 GB/s)
- More Shading Units: 1792 (1344 vs 1792)
- Newer Launch Date: June 2021 (November 2016 vs June 2021)
Basic
NVIDIA
Label Name
AMD
November 2016
Launch Date
June 2021
Desktop
Platform
Mobile
GeForce GTX 760 OEM
Model Name
Radeon Pro W6600M
GeForce 700
Generation
Radeon Pro Mobile
993MHz
Base Clock
2200MHz
1046MHz
Boost Clock
2903MHz
PCIe 3.0 x16
Bus Interface
PCIe 4.0 x16
3,540 million
Transistors
11,060 million
-
RT Cores
28
-
Compute Units
28
112
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.
112
TSMC
Foundry
TSMC
28 nm
Process Size
7 nm
Kepler
Architecture
RDNA 2.0
Memory Specifications
2GB
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
1650MHz
Memory Clock
1750MHz
211.2 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.
224.0 GB/s
Theoretical Performance
29.29 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.
185.8 GPixel/s
117.2 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.
325.1 GTexel/s
-
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.
20.81 TFLOPS
117.2 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.
650.3 GFLOPS
2.868
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.
10.608
TFLOPS
Miscellaneous
1344
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.
1792
16 KB (per SMX)
L1 Cache
128 KB per Array
512KB
L2 Cache
2MB
170W
TDP
90W
1.1
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
12 (11_0)
DirectX
12 Ultimate (12_2)
3.0
CUDA
-
2x 6-pin
Power Connectors
None
32
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.
64
5.1
Shader Model
6.5
450W
Suggested PSU
-
Benchmarks
FP32 (float)
/ TFLOPS
GeForce GTX 760 OEM
2.868
Radeon Pro W6600M
10.608
+270%