GPU Wiki

GeForce GTX 1080 Ti vs GeForce RTX 2080

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Key Differences

  • No game was measured on every one of these cards on one shared test system, so there is no speed comparison to make.
  • GTX 1080 Ti has the most memory: 11 GB against 8 GB.
  • GTX 1080 Ti has the most memory bandwidth: 484.4 GB/s against 448 GB/s.
  • RTX 2080 draws the least power: 225 W against 250 W.
Spec GeForce GTX 1080 Ti GeForce RTX 2080
Overview
Product name NVIDIA GeForce GTX 1080 Ti NVIDIA GeForce RTX 2080
Architecture Pascal Turing
Generation / family GeForce GTX 10 Series GeForce RTX 20 Series
GPU codename GP102 TU104
Launch date 2017-03-10 2018-09-20
Market segment Desktop, Flagship in GeForce GTX 10 Series Desktop in GeForce RTX 20 Series
Board type / entry type Reference GPU Reference GPU
GPU
Process node TSMC 16 nm TSMC 12 nm
Die size 471 mm² 545 mm²
Transistor count 11.8 billion 13.6 billion
GPU chip GP102 TU104
SM / multiprocessor count 28 46
CUDA Cores 3584 2944
Tensor Cores Unknown 368
RT Cores Unknown 46
ROPs 88 64
TMUs 224 184
Clocks
Base / Core clock 1,481 MHz 1,515 MHz
Boost clock 1,582 MHz 1,710 MHz
Memory clock 1,376 MHz 1,750 MHz
Memory
Memory size 11 GB 8 GB
Memory type GDDR5X GDDR6
Memory bus width 352-bit 256-bit
Memory bandwidth 484.4 GB/s 448 GB/s
Bus / Interface
Bus interface PCIe 3.0 x16 PCIe 3.0 x16
AGP / PCI / PCIe distinction PCIe PCIe
Power
TDP / TBP / board power 250 W 225 W
Recommended PSU 600 W 650 W
Power connectors 1x PCIe 6-pin + 1x PCIe 8-pin 1x PCIe 6-pin + 1x PCIe 8-pin
Slot width Dual-slot, 267 mm length, 40 mm width Dual-slot, 267 mm length, 35 mm width
Display / Media
Display outputs 1x HDMI 2.0, 3x DisplayPort 1.4a 1x HDMI 2.0, 3x DisplayPort 1.4a, 1x USB Type-C
Features
DirectX support DirectX 12.1 DirectX 12.2
OpenGL support OpenGL 4.6 OpenGL 4.6
Vulkan support Vulkan 1.4 Vulkan 1.4
CUDA support 6.1 7.5
Shader Model 6.8 6.8
Ray tracing support Unknown Hardware RT units present
Performance / Benchmarks
FP32 throughput 11.34 TFLOPS 10.07 TFLOPS
FP16 throughput 0.18 TFLOPS 20.14 TFLOPS
Muted cells indicate unavailable, not applicable, or not directly comparable specifications.

Frame rates compare runs of the same game at the same quality preset on one test system. DLAA counts as native resolution, because it applies anti-aliasing at full render resolution rather than upscaling; DLSS and FSR upscaling are never counted as native. Where a capture named ray tracing without a readable on or off value, it is read as on.