NVIDIA GeForce RTX 4070 Mobile vs NVIDIA RTX 5880 Ada Generation

GPU Comparison Result

Below are the results of a comparison of NVIDIA GeForce RTX 4070 Mobile and NVIDIA RTX 5880 Ada Generation video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Higher Boost Clock: 2550MHz (1695MHz vs 2550MHz)
  • Larger Memory Size: 48GB (8GB vs 48GB)
  • Higher Bandwidth: 864.0 GB/s (256.0 GB/s vs 864.0 GB/s)
  • More Shading Units: 14080 (4608 vs 14080)
  • Newer Launch Date: January 2024 (January 2023 vs January 2024)

Basic

NVIDIA
Label Name
NVIDIA
January 2023
Launch Date
January 2024
Mobile
Platform
Desktop
GeForce RTX 4070 Mobile
Model Name
RTX 5880 Ada Generation
GeForce 40 Mobile
Generation
Quadro Ada
1395MHz
Base Clock
1155MHz
1695MHz
Boost Clock
2550MHz
PCIe 4.0 x16
Bus Interface
PCIe 4.0 x16
Unknown
Transistors
-
36
RT Cores
-
144
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.
-
144
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.
-
TSMC
Foundry
-
4 nm
Process Size
-
Ada Lovelace
Architecture
-

Memory Specifications

8GB
Memory Size
48GB
GDDR6
Memory Type
GDDR6
128bit
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.
384bit
2000MHz
Memory Clock
2250MHz
256.0 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.
864.0 GB/s

Theoretical Performance

81.36 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.
448.8 GPixel/s
244.1 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.
1122 GTexel/s
15.62 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.
71.81 TFLOPS
244.1 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.
1122 GFLOPS
15.308 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.
70.374 TFLOPS

Miscellaneous

36
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.
110
4608
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.
14080
128 KB (per SM)
L1 Cache
128 KB (per SM)
32MB
L2 Cache
72MB
115W
TDP
285W
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.
-
3.0
OpenCL Version
-
4.6
OpenGL
-
8.9
CUDA
-
12 Ultimate (12_2)
DirectX
-
None
Power Connectors
-
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.
-
6.7
Shader Model
-

Benchmarks

FP32 (float) / TFLOPS
GeForce RTX 4070 Mobile
15.308
RTX 5880 Ada Generation
70.374 +360%