NVIDIA TITAN Xp vs NVIDIA GeForce GTX 1080 Ti

GPU Comparison Result

Below are the results of a comparison of NVIDIA TITAN Xp and NVIDIA GeForce GTX 1080 Ti video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Larger Memory Size: 12GB (12GB vs 11GB)
  • Higher Bandwidth: 547.6 GB/s (547.6 GB/s vs 484.4 GB/s)
  • More Shading Units: 3840 (3840 vs 3584)
  • Newer Launch Date: April 2017 (April 2017 vs March 2017)

Basic

NVIDIA
Label Name
NVIDIA
April 2017
Launch Date
March 2017
Desktop
Platform
Desktop
TITAN Xp
Model Name
GeForce GTX 1080 Ti
GeForce 10
Generation
GeForce 10
1405MHz
Base Clock
1481MHz
1582MHz
Boost Clock
1582MHz
PCIe 3.0 x16
Bus Interface
PCIe 3.0 x16
11,800 million
Transistors
11,800 million
240
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.
224
TSMC
Foundry
TSMC
16 nm
Process Size
16 nm
Pascal
Architecture
Pascal

Memory Specifications

12GB
Memory Size
11GB
GDDR5X
Memory Type
GDDR5X
384bit
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.
352bit
1426MHz
Memory Clock
1376MHz
547.6 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.
484.4 GB/s

Theoretical Performance

151.9 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.
139.2 GPixel/s
379.7 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.
354.4 GTexel/s
189.8 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.
177.2 GFLOPS
379.7 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.
354.4 GFLOPS
12.393 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.
11.567 TFLOPS

Miscellaneous

30
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.
28
3840
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.
3584
48 KB (per SM)
L1 Cache
48 KB (per SM)
3MB
L2 Cache
0MB
250W
TDP
250W
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
12 (12_1)
DirectX
12 (12_1)
6.1
CUDA
6.1
1x 6-pin + 1x 8-pin
Power Connectors
1x 6-pin + 1x 8-pin
6.4
Shader Model
6.4
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.
88
600W
Suggested PSU
600W

Benchmarks

FP32 (float) / TFLOPS
TITAN Xp
12.393 +7%
GeForce GTX 1080 Ti
11.567
3DMark Time Spy
TITAN Xp
10356 +3%
GeForce GTX 1080 Ti
10077
Blender
TITAN Xp
973 +19%
GeForce GTX 1080 Ti
820.87
Vulkan
TITAN Xp
85824 +3%
GeForce GTX 1080 Ti
83205
OpenCL
TITAN Xp
63099 +3%
GeForce GTX 1080 Ti
61514