NVIDIA GeForce RTX 4070 SUPER vs NVIDIA GeForce GTX 470
GPU Comparison Result
Below are the results of a comparison of
NVIDIA GeForce RTX 4070 SUPER
and
NVIDIA GeForce GTX 470
video cards based on key performance characteristics, as well as power consumption and much more.
Advantages
- Larger Memory Size: 12GB (12GB vs 1280MB)
- Higher Bandwidth: 504.2 GB/s (504.2 GB/s vs 133.9 GB/s)
- More Shading Units: 7168 (7168 vs 448)
- Newer Launch Date: January 2024 (January 2024 vs March 2010)
Basic
NVIDIA
Label Name
NVIDIA
January 2024
Launch Date
March 2010
Desktop
Platform
Desktop
GeForce RTX 4070 SUPER
Model Name
GeForce GTX 470
GeForce 40
Generation
GeForce 400
2310MHz
Base Clock
-
2610MHz
Boost Clock
-
PCIe 4.0 x16
Bus Interface
PCIe 2.0 x16
-
Transistors
3,100 million
-
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.
56
-
Foundry
TSMC
-
Process Size
40 nm
-
Architecture
Fermi
Memory Specifications
12GB
Memory Size
1280MB
GDDR6X
Memory Type
GDDR5
192bit
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.
320bit
1313MHz
Memory Clock
837MHz
504.2 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.
133.9 GB/s
Theoretical Performance
208.8 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.
17.02 GPixel/s
584.6 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.
34.05 GTexel/s
37.42 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.
-
584.6 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.
136.1 GFLOPS
38.168
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.
1.067
TFLOPS
Miscellaneous
56
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.
14
7168
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.
448
128 KB (per SM)
L1 Cache
64 KB (per SM)
48MB
L2 Cache
640KB
285W
TDP
215W
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.
N/A
3.0
OpenCL Version
1.1
-
OpenGL
4.6
-
CUDA
2.0
-
DirectX
12 (11_0)
-
Power Connectors
2x 6-pin
-
Shader Model
5.1
-
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.
40
-
Suggested PSU
550W
Benchmarks
FP32 (float)
/ TFLOPS
GeForce RTX 4070 SUPER
38.168
+3477%
GeForce GTX 470
1.067