NVIDIA GeForce RTX 4080 Mobile vs NVIDIA GeForce RTX 4070 Ti

GPU Comparison Result

Below are the results of a comparison of NVIDIA GeForce RTX 4080 Mobile and NVIDIA GeForce RTX 4070 Ti video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Higher Boost Clock: 2610MHz (1665MHz vs 2610MHz)
  • Higher Bandwidth: 504.2 GB/s (432.0 GB/s vs 504.2 GB/s)
  • More Shading Units: 7680 (7424 vs 7680)

Basic

NVIDIA
Label Name
NVIDIA
January 2023
Launch Date
January 2023
Mobile
Platform
Desktop
GeForce RTX 4080 Mobile
Model Name
GeForce RTX 4070 Ti
GeForce 40 Mobile
Generation
GeForce 40
1290MHz
Base Clock
2310MHz
1665MHz
Boost Clock
2610MHz
PCIe 4.0 x16
Bus Interface
PCIe 4.0 x16

Memory Specifications

12GB
Memory Size
12GB
GDDR6
Memory Type
GDDR6X
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.
192bit
2250MHz
Memory Clock
1313MHz
432.0 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.
504.2 GB/s

Theoretical Performance

133.2 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.
208.8 GPixel/s
386.3 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.
626.4 GTexel/s
24.72 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.
40.09 TFLOPS
386.3 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.
626.4 GFLOPS
24.226 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.
40.892 TFLOPS

Miscellaneous

58
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.
60
7424
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.
7680
128 KB (per SM)
L1 Cache
128 KB (per SM)
48MB
L2 Cache
48MB
110W
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.
1.3
3.0
OpenCL Version
3.0

Benchmarks

Shadow of the Tomb Raider 2160p / fps
GeForce RTX 4080 Mobile
86
GeForce RTX 4070 Ti
104 +21%
Shadow of the Tomb Raider 1440p / fps
GeForce RTX 4080 Mobile
153
GeForce RTX 4070 Ti
196 +28%
Shadow of the Tomb Raider 1080p / fps
GeForce RTX 4080 Mobile
198
GeForce RTX 4070 Ti
296 +49%
Cyberpunk 2077 1440p / fps
GeForce RTX 4080 Mobile
43
GeForce RTX 4070 Ti
117 +172%
GTA 5 2160p / fps
GeForce RTX 4080 Mobile
137
GeForce RTX 4070 Ti
167 +22%
GTA 5 1440p / fps
GeForce RTX 4080 Mobile
137
GeForce RTX 4070 Ti
173 +26%
FP32 (float) / TFLOPS
GeForce RTX 4080 Mobile
24.226
GeForce RTX 4070 Ti
40.892 +69%
3DMark Time Spy
GeForce RTX 4080 Mobile
19286
GeForce RTX 4070 Ti
23193 +20%
Blender
GeForce RTX 4080 Mobile
6500
GeForce RTX 4070 Ti
7429 +14%
OctaneBench
GeForce RTX 4080 Mobile
559
GeForce RTX 4070 Ti
694 +24%