NVIDIA GeForce RTX 3080 Ti vs AMD Radeon RX 6800M

GPU Comparison Result

Below are the results of a comparison of NVIDIA GeForce RTX 3080 Ti and AMD Radeon RX 6800M video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Higher Bandwidth: 912.4 GB/s (912.4 GB/s vs 384.0 GB/s)
  • More Shading Units: 10240 (10240 vs 2560)
  • Higher Boost Clock: 2390MHz (1665MHz vs 2390MHz)

Basic

NVIDIA
Label Name
AMD
May 2021
Launch Date
May 2021
Desktop
Platform
Mobile
GeForce RTX 3080 Ti
Model Name
Radeon RX 6800M
GeForce 30
Generation
Mobility Radeon
1365MHz
Base Clock
2116MHz
1665MHz
Boost Clock
2390MHz
PCIe 4.0 x16
Bus Interface
PCIe 4.0 x16

Memory Specifications

12GB
Memory Size
12GB
GDDR6X
Memory Type
GDDR6
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.
192bit
1188MHz
Memory Clock
2000MHz
912.4 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.
384.0 GB/s

Theoretical Performance

186.5 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.
153.0 GPixel/s
532.8 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.
382.4 GTexel/s
34.10 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.
24.47 TFLOPS
532.8 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.
764.8 GFLOPS
33.418 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.
12.485 TFLOPS

Miscellaneous

80
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.
-
10240
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.
2560
128 KB (per SM)
L1 Cache
128 KB per Array
6MB
L2 Cache
3MB
350W
TDP
145W
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

Benchmarks

Shadow of the Tomb Raider 2160p / fps
GeForce RTX 3080 Ti
94 +109%
Radeon RX 6800M
45
Shadow of the Tomb Raider 1440p / fps
GeForce RTX 3080 Ti
156 +95%
Radeon RX 6800M
80
Shadow of the Tomb Raider 1080p / fps
GeForce RTX 3080 Ti
195 +84%
Radeon RX 6800M
106
GTA 5 2160p / fps
GeForce RTX 3080 Ti
104 +27%
Radeon RX 6800M
82
GTA 5 1440p / fps
GeForce RTX 3080 Ti
153 +78%
Radeon RX 6800M
86
GTA 5 1080p / fps
GeForce RTX 3080 Ti
190 +33%
Radeon RX 6800M
143
FP32 (float) / TFLOPS
GeForce RTX 3080 Ti
33.418 +168%
Radeon RX 6800M
12.485
3DMark Time Spy
GeForce RTX 3080 Ti
19232 +65%
Radeon RX 6800M
11690
Vulkan
GeForce RTX 3080 Ti
166398 +71%
Radeon RX 6800M
97530
OpenCL
GeForce RTX 3080 Ti
191319 +119%
Radeon RX 6800M
87271