Advantages
- Higher Bandwidth: 336.6 GB/s (336.6 GB/s vs 211.2 GB/s)
- More Shading Units: 2880 (2880 vs 2048)
- Higher Boost Clock: 1206MHz (928MHz vs 1206MHz)
- Larger Memory Size: 4GB (3GB vs 4GB)
- Newer Launch Date: August 2016 (November 2013 vs August 2016)
Basic
NVIDIA
Label Name
AMD
November 2013
Launch Date
August 2016
Desktop
Platform
Desktop
GeForce GTX 780 Ti
Model Name
Radeon RX 470
GeForce 700
Generation
Arctic Islands
875MHz
Base Clock
926MHz
928MHz
Boost Clock
1206MHz
PCIe 3.0 x16
Bus Interface
PCIe 3.0 x16
7,080 million
Transistors
5,700 million
-
Compute Units
32
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
GlobalFoundries
28 nm
Process Size
14 nm
Kepler
Architecture
GCN 4.0
Memory Specifications
3GB
Memory Size
4GB
GDDR5
Memory Type
GDDR5
384bit
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
1753MHz
Memory Clock
1650MHz
336.6 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.
211.2 GB/s
Theoretical Performance
55.68 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.
38.59 GPixel/s
222.7 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.
154.4 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.
4.940 TFLOPS
222.7 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.
308.7 GFLOPS
5.238
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.
4.841
TFLOPS
Miscellaneous
2880
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.
2048
16 KB (per SMX)
L1 Cache
16 KB (per CU)
1536KB
L2 Cache
2MB
250W
TDP
120W
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.
1.2
3.0
OpenCL Version
2.1
4.6
OpenGL
4.6
12 (11_1)
DirectX
12 (12_0)
3.5
CUDA
-
1x 6-pin + 1x 8-pin
Power Connectors
1x 6-pin
5.1
Shader Model
6.4
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.
32
600W
Suggested PSU
300W
Benchmarks
FP32 (float)
/ TFLOPS
GeForce GTX 780 Ti
5.238
+8%
Radeon RX 470
4.841
3DMark Time Spy
GeForce GTX 780 Ti
3421
Radeon RX 470
3778
+10%
Hashcat
/ H/s
GeForce GTX 780 Ti
113870
Radeon RX 470
154346
+36%
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