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GeForce RTX 3080 vs GeForce RTX 4070 SUPER

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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 4070 SUPER has the most memory: 12 GB against 10 GB.
  • RTX 3080 has the most memory bandwidth: 760.3 GB/s against 504.2 GB/s.
  • RTX 4070 SUPER draws the least power: 220 W against 320 W.
Spec GeForce RTX 3080 GeForce RTX 4070 SUPER
Overview
Product name NVIDIA GeForce RTX 3080 NVIDIA GeForce RTX 4070 SUPER
Architecture Ampere Ada Lovelace
Generation / family GeForce RTX 30 Series GeForce RTX 40 Series
GPU codename GA102 AD104
Launch date 2020-09-17 2024-01-17
Market segment Desktop, High End 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 628 mm² 294 mm²
Transistor count 28.3 billion 35.8 billion
GPU chip GA102 AD104
SM / multiprocessor count 68 56
CUDA Cores 8704 7168
Tensor Cores 272 224
RT Cores 68 56
ROPs 96 80
TMUs 272 224
Clocks
Base / Core clock 1,440 MHz 1,980 MHz
Boost clock 1,710 MHz 2,475 MHz
Memory clock 1,188 MHz 1,313 MHz
Memory
Memory size 10 GB 12 GB
Memory type GDDR6X GDDR6X
Memory bus width 320-bit 192-bit
Memory bandwidth 760.3 GB/s 504.2 GB/s
Bus / Interface
Bus interface PCIe 4.0 x16 PCIe 4.0 x16
AGP / PCI / PCIe distinction PCIe PCIe
Power
TDP / TBP / board power 320 W 220 W
Recommended PSU 750 W 650 W
Power connectors 1x 12-pin 1x PCIe 8-pin or 1x PCIe Gen 5 16-pin
Slot width Dual-slot, 285 mm length, 40 mm width Dual-slot, 267 mm length, 42 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 29.77 TFLOPS 35.48 TFLOPS
FP16 throughput 29.77 TFLOPS 35.48 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.