NVIDIA GeForce GTX 1080 Ti

NVIDIA GeForce GTX 1080 Ti

About GPU

The NVIDIA GeForce GTX 1080 Ti is a powerful, high-end GPU that offers exceptional performance for desktop gaming and professional applications. With a base clock speed of 1481MHz and a boost clock speed of 1582MHz, this GPU delivers fast and smooth gameplay, as well as impressive rendering speeds for content creation and design work. One of the standout features of the GTX 1080 Ti is its 11GB of GDDR5X memory, which allows for high-resolution textures and smooth multi-tasking. The 1376MHz memory clock speed ensures quick data access, while the 3584 shading units provide efficient rendering and shading capabilities. In terms of real-world performance, the GTX 1080 Ti excels across the board. In 3DMark Time Spy, it achieves a score of 9879, showcasing its ability to handle demanding graphical workloads. In popular titles like GTA 5, Battlefield 5, and Shadow of the Tomb Raider, the GTX 1080 Ti delivers impressive frame rates of 156fps, 147fps, and 109fps, respectively, at 1080p resolution. While the GTX 1080 Ti boasts exceptional performance, it is worth noting that it has a relatively high TDP of 250W. As such, users will need to ensure they have adequate cooling and power supply capabilities to make the most of this GPU. Overall, the NVIDIA GeForce GTX 1080 Ti is a top-tier GPU that offers outstanding performance for demanding gaming and professional applications. Its high memory capacity, efficient shading units, and impressive real-world performance make it a compelling choice for enthusiasts and professionals alike.

Basic

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

Memory Specifications

Memory Size
11GB
Memory Type
GDDR5X
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
Memory Clock
1376MHz
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

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
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
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
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
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

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
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
L1 Cache
48 KB (per SM)
L2 Cache
0MB
TDP
250W
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
OpenCL Version
3.0
OpenGL
4.6
DirectX
12 (12_1)
CUDA
6.1
Power Connectors
1x 6-pin + 1x 8-pin
Shader Model
6.4
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
Suggested PSU
600W

Benchmarks

Shadow of the Tomb Raider 2160p
Score
40 fps
Shadow of the Tomb Raider 1440p
Score
75 fps
Shadow of the Tomb Raider 1080p
Score
107 fps
Battlefield 5 2160p
Score
65 fps
Battlefield 5 1440p
Score
113 fps
Battlefield 5 1080p
Score
144 fps
GTA 5 2160p
Score
79 fps
GTA 5 1440p
Score
102 fps
GTA 5 1080p
Score
153 fps
FP32 (float)
Score
11.567 TFLOPS
3DMark Time Spy
Score
10077
Vulkan
Score
83205
OpenCL
Score
61514

Compared to Other GPU

Shadow of the Tomb Raider 2160p / fps
49 +22.5%
29 -27.5%
Shadow of the Tomb Raider 1440p / fps
97 +29.3%
58 -22.7%
33 -56%
Shadow of the Tomb Raider 1080p / fps
195 +82.2%
139 +29.9%
Battlefield 5 2160p / fps
128 +96.9%
55 -15.4%
44 -32.3%
Battlefield 5 1440p / fps
190 +68.1%
141 +24.8%
95 -15.9%
Battlefield 5 1080p / fps
196 +36.1%
186 +29.2%
125 -13.2%
GTA 5 2160p / fps
174 +120.3%
100 +26.6%
GTA 5 1440p / fps
191 +87.3%
116 +13.7%
73 -28.4%
GTA 5 1080p / fps
213 +39.2%
69 -54.9%
FP32 (float) / TFLOPS
12.485 +7.9%
11.995 +3.7%
11.006 -4.9%
10.812 -6.5%
3DMark Time Spy
19904 +97.5%
7842 -22.2%
Vulkan
254749 +206.2%
L4
120950 +45.4%
54373 -34.7%
30994 -62.7%
OpenCL
125583 +104.2%
80858 +31.4%
37494 -39%
19095 -69%