Advantages
- Higher Boost Clock: 2589MHz (1480MHz vs 2589MHz)
- Larger Memory Size: 8GB (5GB vs 8GB)
- Higher Bandwidth: 256.0 GB/s (140.2 GB/s vs 256.0 GB/s)
- More Shading Units: 2048 (1024 vs 2048)
- Newer Launch Date: July 2021 (February 2017 vs July 2021)
Basic
NVIDIA
Label Name
AMD
February 2017
Launch Date
July 2021
Professional
Platform
Desktop
Quadro P2000
Model Name
Radeon RX 6600 XT
Quadro
Generation
Navi II
1076MHz
Base Clock
1968MHz
1480MHz
Boost Clock
2589MHz
PCIe 3.0 x16
Bus Interface
PCIe 4.0 x8
-
Transistors
11,060 million
-
RT Cores
32
-
Compute Units
32
-
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.
128
-
Foundry
TSMC
-
Process Size
7 nm
-
Architecture
RDNA 2.0
Memory Specifications
5GB
Memory Size
8GB
GDDR5
Memory Type
GDDR6
160bit
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.
128bit
1752MHz
Memory Clock
2000MHz
140.2 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.
256.0 GB/s
Display and Media
-
Outputs
1x HDMI 2.1
3x DisplayPort 1.4a
3x DisplayPort 1.4a
Theoretical Performance
59.20 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.
165.7 GPixel/s
94.72 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.
331.4 GTexel/s
47.36 GFLOPS
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.
21.21 TFLOPS
94.72 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.
662.8 GFLOPS
3.092
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.
10.812
TFLOPS
Miscellaneous
8
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.
-
1024
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.
2048
48 KB (per SM)
L1 Cache
128 KB per Array
1280KB
L2 Cache
2MB
75W
TDP
160W
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
-
OpenGL
4.6
-
DirectX
12 Ultimate (12_2)
-
Power Connectors
1x 8-pin
-
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
-
Shader Model
6.7
-
Suggested PSU
450W
Benchmarks
FP32 (float)
/ TFLOPS
Quadro P2000
3.092
Radeon RX 6600 XT
10.812
+250%
Blender
Quadro P2000
194.8
Radeon RX 6600 XT
1128
+479%
OpenCL
Quadro P2000
19095
Radeon RX 6600 XT
80858
+323%
Hashcat
/ H/s
Quadro P2000
141898
Radeon RX 6600 XT
505860
+256%
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