Advantages
- Higher Boost Clock: 1815MHz (1710MHz vs 1815MHz)
- Higher Bandwidth: 495.9 GB/s (448.0 GB/s vs 495.9 GB/s)
- More Shading Units: 3072 (2944 vs 3072)
- Newer Launch Date: July 2019 (September 2018 vs July 2019)
Basic
NVIDIA
Label Name
NVIDIA
September 2018
Launch Date
July 2019
Desktop
Platform
Desktop
GeForce RTX 2080
Model Name
GeForce RTX 2080 SUPER
GeForce 20
Generation
GeForce 20
1515MHz
Base Clock
1650MHz
1710MHz
Boost Clock
1815MHz
PCIe 3.0 x16
Bus Interface
PCIe 3.0 x16
13,600 million
Transistors
13,600 million
46
RT Cores
48
368
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.
384
184
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.
192
TSMC
Foundry
TSMC
12 nm
Process Size
12 nm
Turing
Architecture
Turing
Memory Specifications
8GB
Memory Size
8GB
GDDR6
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.
256bit
1750MHz
Memory Clock
1937MHz
448.0 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.
495.9 GB/s
Display and Media
1x HDMI 2.0
3x DisplayPort 1.4a
1x USB Type-C
3x DisplayPort 1.4a
1x USB Type-C
Outputs
1x HDMI 2.0
3x DisplayPort 1.4a
1x USB Type-C
3x DisplayPort 1.4a
1x USB Type-C
Theoretical Performance
109.4 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.
116.2 GPixel/s
314.6 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.
348.5 GTexel/s
20.14 TFLOPS
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.
22.30 TFLOPS
314.6 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.
348.5 GFLOPS
10.271
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.
11.373
TFLOPS
Miscellaneous
46
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.
48
2944
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.
3072
64 KB (per SM)
L1 Cache
64 KB (per SM)
4MB
L2 Cache
4MB
215W
TDP
250W
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
7.5
CUDA
7.5
12 Ultimate (12_2)
DirectX
12 Ultimate (12_2)
1x 6-pin + 1x 8-pin
Power Connectors
1x 6-pin + 1x 8-pin
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.
64
6.6
Shader Model
6.6
550W
Suggested PSU
600W
Benchmarks
Shadow of the Tomb Raider 2160p
/ fps
GeForce RTX 2080
45
GeForce RTX 2080 SUPER
47
+4%
Shadow of the Tomb Raider 1440p
/ fps
GeForce RTX 2080
83
GeForce RTX 2080 SUPER
93
+12%
Shadow of the Tomb Raider 1080p
/ fps
GeForce RTX 2080
124
GeForce RTX 2080 SUPER
132
+6%
Cyberpunk 2077 2160p
/ fps
GeForce RTX 2080
40
GeForce RTX 2080 SUPER
44
+10%
Cyberpunk 2077 1440p
/ fps
GeForce RTX 2080
46
GeForce RTX 2080 SUPER
51
+11%
Cyberpunk 2077 1080p
/ fps
GeForce RTX 2080
68
GeForce RTX 2080 SUPER
73
+7%
Battlefield 5 2160p
/ fps
GeForce RTX 2080
64
GeForce RTX 2080 SUPER
68
+6%
Battlefield 5 1440p
/ fps
GeForce RTX 2080
116
GeForce RTX 2080 SUPER
118
+2%
Battlefield 5 1080p
/ fps
GeForce RTX 2080
161
GeForce RTX 2080 SUPER
161
GTA 5 2160p
/ fps
GeForce RTX 2080
108
+29%
GeForce RTX 2080 SUPER
84
GTA 5 1440p
/ fps
GeForce RTX 2080
110
GeForce RTX 2080 SUPER
116
+5%
FP32 (float)
/ TFLOPS
GeForce RTX 2080
10.271
GeForce RTX 2080 SUPER
11.373
+11%
3DMark Steel Nomad
GeForce RTX 2080
2560
GeForce RTX 2080 SUPER
2727
+7%
3DMark Time Spy
GeForce RTX 2080
11223
GeForce RTX 2080 SUPER
11831
+5%
Blender
GeForce RTX 2080
2129.62
GeForce RTX 2080 SUPER
2155.51
+1%
Vulkan
GeForce RTX 2080
101318
GeForce RTX 2080 SUPER
106450
+5%
OpenCL
GeForce RTX 2080
112426
GeForce RTX 2080 SUPER
119659
+6%
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