Better then 26% GPU over the past year
Top 100
AMD Radeon RX 6800
AMD Radeon RX 6800 is a Desktop video accelerator from AMD. It began to be released in October 2020. The GPU has a boost frequency of 2105MHz. It also has a memory frequency of 2000MHz. Its characteristics, as well as benchmark results, are presented in more detail below.
Basic
Label Name
AMD
Platform
Desktop
Launch Date
October 2020
Model Name
Radeon RX 6800
Generation
Navi II
Base Clock
1700MHz
Boost Clock
2105MHz
Shading Units
?
The most fundamental processing unit is the Streaming Processor (SP), where specific instructions and tasks are executed. GPUs perform parallel computing, which means multiple SPs work simultaneously to process tasks.
3840
Transistors
26,800 million
RT Cores
60
Compute Units
60
TMUs
?
Texture Mapping Units (TMUs) serve as components of the GPU, which are capable of rotating, scaling, and distorting binary images, and then placing them as textures onto any plane of a given 3D model. This process is called texture mapping.
240
L1 Cache
128 KB per Array
L2 Cache
4MB
Bus Interface
PCIe 4.0 x16
Foundry
TSMC
Process Size
7 nm
Architecture
RDNA 2.0
TDP
250W
Memory Specifications
Memory Size
16GB
Memory Type
GDDR6
Memory Bus
?
The memory bus width refers to the number of bits of data that the video memory can transfer within a single clock cycle. The larger the bus width, the greater the amount of data that can be transmitted instantaneously, making it one of the crucial parameters of video memory. The memory bandwidth is calculated as: Memory Bandwidth = Memory Frequency x Memory Bus Width / 8. Therefore, when the memory frequencies are similar, the memory bus width will determine the size of the memory bandwidth.
256bit
Memory Clock
2000MHz
Bandwidth
?
Memory bandwidth refers to the data transfer rate between the graphics chip and the video memory. It is measured in bytes per second, and the formula to calculate it is: memory bandwidth = working frequency × memory bus width / 8 bits.
512.0 GB/s
Theoretical Performance
Pixel Rate
?
Pixel fill rate refers to the number of pixels a graphics processing unit (GPU) can render per second, measured in MPixels/s (million pixels per second) or GPixels/s (billion pixels per second). It is the most commonly used metric to evaluate the pixel processing performance of a graphics card.
202.1 GPixel/s
Texture Rate
?
Texture fill rate refers to the number of texture map elements (texels) that a GPU can map to pixels in a single second.
505.2 GTexel/s
FP16 (half)
?
An important metric for measuring GPU performance is floating-point computing capability. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable. Single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks, while double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy.
32.33 TFLOPS
FP64 (double)
?
An important metric for measuring GPU performance is floating-point computing capability. Double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy, while single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
1010 GFLOPS
FP32 (float)
?
An important metric for measuring GPU performance is floating-point computing capability. Single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks, while double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
16.491
TFlops
Miscellaneous
Vulkan Version
?
Vulkan is a cross-platform graphics and compute API by Khronos Group, offering high performance and low CPU overhead. It lets developers control the GPU directly, reduces rendering overhead, and supports multi-threading and multi-core processors.
1.3
OpenCL Version
2.1
OpenGL
4.6
DirectX
12 Ultimate (12_2)
Power Connectors
2x 8-pin
ROPs
?
The Raster Operations Pipeline (ROPs) is primarily responsible for handling lighting and reflection calculations in games, as well as managing effects like anti-aliasing (AA), high resolution, smoke, and fire. The more demanding the anti-aliasing and lighting effects in a game, the higher the performance requirements for the ROPs; otherwise, it may result in a sharp drop in frame rate.
96
Shader Model
6.5
Suggested PSU
600W
Shadow of the Tomb Raider 2160p
66
Fps
Shadow of the Tomb Raider 1440p
113
Fps
Shadow of the Tomb Raider 1080p
161
Fps
Cyberpunk 2077 2160p
52
Fps
Cyberpunk 2077 1440p
59
Fps
Cyberpunk 2077 1080p
87
Fps
Battlefield 5 2160p
89
Fps
Battlefield 5 1440p
182
Fps
Battlefield 5 1080p
186
Fps
GTA 5 2160p
102
Fps
GTA 5 1440p
129
Fps
GTA 5 1080p
173
Fps
FP32 (float)
16.491
TFlops
3DMark Time Spy
17130
Vulkan
127566
OpenCL
125583
Compared to Other GPU
26%
37%
82%
Better then 37% GPU over the past 3 years
Better then 82% GPU
SiliconCat Rating
89
Ranks 89 among Desktop GPU on our website
166
Ranks 166 among all GPU on our website
Shadow of the Tomb Raider 2160p
Shadow of the Tomb Raider 1440p
Shadow of the Tomb Raider 1080p
Cyberpunk 2077 2160p
Cyberpunk 2077 1440p
Cyberpunk 2077 1080p
Battlefield 5 2160p
Battlefield 5 1440p
Battlefield 5 1080p
GTA 5 2160p
GTA 5 1440p
GTA 5 1080p
FP32 (float)
3DMark Time Spy
Vulkan
OpenCL