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GeForce RTX 2080 Ti vs GeForce RTX 3080

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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.
  • RTX 2080 Ti has the most memory: 11 GB against 10 GB.
  • RTX 3080 has the most memory bandwidth: 760.3 GB/s against 616 GB/s.
  • RTX 2080 Ti draws the least power: 260 W against 320 W.
Spec GeForce RTX 2080 Ti GeForce RTX 3080
Overview
Product name NVIDIA GeForce RTX 2080 Ti NVIDIA GeForce RTX 3080
Architecture Turing Ampere
Generation / family GeForce RTX 20 Series GeForce RTX 30 Series
GPU codename TU102 GA102
Launch date 2018-09-20 2020-09-17
Market segment Desktop, Flagship in GeForce RTX 20 Series Desktop, High End in GeForce RTX 30 Series
Board type / entry type Reference GPU Reference GPU
GPU
Process node TSMC 12 nm Samsung 8 nm
Die size 754 mm² 628 mm²
Transistor count 18.6 billion 28.3 billion
GPU chip TU102 GA102
SM / multiprocessor count 68 68
CUDA Cores 4352 8704
Tensor Cores 544 272
RT Cores 68 68
ROPs 88 96
TMUs 272 272
Clocks
Base / Core clock 1,350 MHz 1,440 MHz
Boost clock 1,545 MHz 1,710 MHz
Memory clock 1,750 MHz 1,188 MHz
Memory
Memory size 11 GB 10 GB
Memory type GDDR6 GDDR6X
Memory bus width 352-bit 320-bit
Memory bandwidth 616 GB/s 760.3 GB/s
Bus / Interface
Bus interface PCIe 3.0 x16 PCIe 4.0 x16
AGP / PCI / PCIe distinction PCIe PCIe
Power
TDP / TBP / board power 260 W 320 W
Recommended PSU 650 W 750 W
Power connectors 2x PCIe 8-pin 1x 12-pin
Slot width Dual-slot, 267 mm length, 35 mm width Dual-slot, 285 mm length, 40 mm width
Display / Media
Display outputs 1x HDMI 2.0, 3x DisplayPort 1.4a, 1x USB Type-C 1x HDMI 2.1, 3x DisplayPort 1.4a
Features
DirectX support DirectX 12.2 DirectX 12.2
OpenGL support OpenGL 4.6 OpenGL 4.6
Vulkan support Vulkan 1.4 Vulkan 1.4
CUDA support 7.5 8.6
Shader Model 6.8 6.8
Ray tracing support Hardware RT units present Hardware RT units present
Performance / Benchmarks
FP32 throughput 13.45 TFLOPS 29.77 TFLOPS
FP16 throughput 26.9 TFLOPS 29.77 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.