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GeForce RTX 4060 vs GeForce RTX 3060 Ti

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