NVIDIA RTX A4500
vs
NVIDIA GeForce RTX 3080 12 GB

vs

GPU Comparison Result

Below are the results of a comparison of NVIDIA RTX A4500 and NVIDIA GeForce RTX 3080 12 GB video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Larger Memory Size: 20GB (20GB vs 12GB)
  • Higher Boost Clock: 1710MHz (1650MHz vs 1710MHz)
  • Higher Bandwidth: 912.4 GB/s (640.0 GB/s vs 912.4 GB/s)
  • More Shading Units: 8960 (7168 vs 8960)
  • Newer Launch Date: January 2022 (November 2021 vs January 2022)

Basic

NVIDIA
Label Name
NVIDIA
November 2021
Launch Date
January 2022
Professional
Platform
Desktop
RTX A4500
Model Name
GeForce RTX 3080 12 GB
Quadro
Generation
GeForce 30
1050MHz
Base Clock
1260MHz
1650MHz
Boost Clock
1710MHz
PCIe 4.0 x16
Bus Interface
PCIe 4.0 x16
28,300 million
Transistors
28,300 million
56
RT Cores
70
224
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.
280
224
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.
280
Samsung
Foundry
Samsung
8 nm
Process Size
8 nm
Ampere
Architecture
Ampere

Memory Specifications

20GB
Memory Size
12GB
GDDR6
Memory Type
GDDR6X
320bit
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
1188MHz
640.0 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.
912.4 GB/s

Display and Media

4x DisplayPort 1.4a
Outputs
1x HDMI 2.1
3x DisplayPort 1.4a

Theoretical Performance

158.4 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.
164.2 GPixel/s
369.6 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.
478.8 GTexel/s
23.65 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.
30.64 TFLOPS
739.2 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.
478.8 GFLOPS
23.177 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.
31.253 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.
70
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.
8960
128 KB (per SM)
L1 Cache
128 KB (per SM)
6MB
L2 Cache
5MB
200W
TDP
350W
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
4.6
OpenGL
4.6
8.6
CUDA
8.6
12 Ultimate (12_2)
DirectX
12 Ultimate (12_2)
1x 8-pin
Power Connectors
1x 12-pin
96
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.
96
6.6
Shader Model
6.6
550W
Suggested PSU
750W

Benchmarks

Shadow of the Tomb Raider 2160p / fps
RTX A4500
66
GeForce RTX 3080 12 GB
90 +36%
Shadow of the Tomb Raider 1440p / fps
RTX A4500
122
GeForce RTX 3080 12 GB
154 +26%
Shadow of the Tomb Raider 1080p / fps
RTX A4500
179
GeForce RTX 3080 12 GB
187 +4%
FP32 (float) / TFLOPS
RTX A4500
23.177
GeForce RTX 3080 12 GB
31.253 +35%
3DMark Steel Nomad
RTX A4500
3186
GeForce RTX 3080 12 GB
4796 +51%
3DMark Time Spy
RTX A4500
13126
GeForce RTX 3080 12 GB
18299 +39%
Blender
RTX A4500
3514.46
GeForce RTX 3080 12 GB
5326 +52%