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GeForce RTX 3060 Ti vs GeForce RTX 4060

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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 3060 Ti has the most memory bandwidth: 448 GB/s against 272 GB/s.
  • RTX 4060 draws the least power: 115 W against 200 W.
Spec GeForce RTX 3060 Ti GeForce RTX 4060
Overview
Product name NVIDIA GeForce RTX 3060 Ti NVIDIA GeForce RTX 4060
Architecture Ampere Ada Lovelace
Generation / family GeForce RTX 30 Series GeForce RTX 40 Series
GPU codename GA104 AD107
Launch date 2020-12-02 2023-06-29
Market segment Desktop in GeForce RTX 30 Series Desktop in GeForce RTX 40 Series
Board type / entry type Reference GPU Reference GPU
GPU
Process node Samsung 8 nm TSMC 5 nm
Die size 392 mm² 159 mm²
Transistor count 17.4 billion 18.9 billion
GPU chip GA104 AD107
SM / multiprocessor count 38 24
CUDA Cores 4864 3072
Tensor Cores 152 96
RT Cores 38 24
ROPs 80 48
TMUs 152 96
Clocks
Base / Core clock 1,410 MHz 1,830 MHz
Boost clock 1,665 MHz 2,460 MHz
Memory clock 1,750 MHz 2,125 MHz
Memory
Memory size 8 GB 8 GB
Memory type GDDR6 GDDR6
Memory bus width 256-bit 128-bit
Memory bandwidth 448 GB/s 272 GB/s
Bus / Interface
Bus interface PCIe 4.0 x16 PCIe 4.0 x8
AGP / PCI / PCIe distinction PCIe PCIe
Power
TDP / TBP / board power 200 W 115 W
Recommended PSU 600 W 550 W
Power connectors 1x 12-pin 1x PCIe 6-pin/8-pin or 1x PCIe Gen 5 16-pin
Slot width Dual-slot, 242 mm length Dual-slot, 240 mm length, 40 mm width
Display / Media
Display outputs 1x HDMI 2.1, 3x DisplayPort 1.4a 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 8.6 8.9
Shader Model 6.8 6.8
Ray tracing support Hardware RT units present Hardware RT units present
Performance / Benchmarks
FP32 throughput 16.2 TFLOPS 15.11 TFLOPS
FP16 throughput 16.2 TFLOPS 15.11 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.