Nvidia GeForce RTX 4080 Ti vs Imagination PowerVR SGX544

Nvidia GeForce RTX 4080 Ti on Amazon USA
Imagination PowerVR SGX544 on Amazon USA


Compare the technical characteristics between the video card Nvidia GeForce RTX 4080 Ti and the group of graphics cards Imagination PowerVR SGX544. We also have a comparison of the respective performances with the benchmarks, the power in terms of GFLOPS FP16, GFLOPS FP32, GFLOPS FP64 if available, the filling rate in GPixels/s, the filtering rate in GTexels/s.






Specification comparison:


Nvidia GeForce RTX 4080 Ti 2024 Q1 5 nm 2100 2400 80000 20000 400 14080 440 110 440 144 110 345.6 1056 67584 67584 1056
Imagination PowerVR SGX544 MP3 2010 Q3 32 nm 400 532 0 0 3 12 6.6 0.6 19.2
Imagination PowerVR SGX544 MP2 2010 Q3 32 nm 357 0 0 2 8 0.4 12.8
Imagination PowerVR SGX544 MP1 2010 Q3 32 nm 266 0 0 1 4 0.2 6.4




Price: For technical reasons, we cannot currently display a price less than 24 hours, or a real-time price. This is why we prefer for the moment not to show a price. You should refer to the respective online stores for the latest price, as well as availability.

TMUs: texture mapping units. This unit was a physical processor separated from the main graphics processing units. It is able to distort a bitmap image, and also to resize it, to rotate it and to place it as a texture onto a plane of a specific 3D model.

ROPs: render output units. The other name of this unit is raster operations pipeline. This hadware component is taking pixel and texel information, and processing it through vector and matrix operations. The result will be a depth value or a final pixel. It is able to control antialiasing with the merge of several sample into one pixel.

SM / SMX, CUs (compute units) : streaming multiprocessor. These processors are implied in the Kepler's power efficiency when the GPU is using one unified clock speed.

The term pixel fillrate is refering to the number of pixels that the video card is able to generate every second. This performance is achieved by multiplying the raster output units (ROPs) by the clock frequency of the graphics processor unit (GPU). Matrix and vector operations allow pixel pipelines to process pixels and texels stored in the buffer. The ROPs will then generate transactions between the buffer and local memory. You should know that the higher the pixel rate, the greater the screen resolution that the GPU can manage.

The term texture fillrate refers to the number of map texture elements (texels) that the GPU is capable of generating per second. This performance is achieved by multiplying the texture mapping units (TMUs) by the clock frequency of the graphics processor unit. To make a 3D scene in a video game or in 3D editing software such as Blender, the graphics card must perform what is called texture mapping with the texture mapping units.



Performance comparison with the benchmarks:

FP32 Performance in GFLOPS
Nvidia GeForce RTX 4080 Ti 67,584
Imagination PowerVR SGX544 MP3 19.2
Imagination PowerVR SGX544 MP2 12.8
Imagination PowerVR SGX544 MP1 6.4



Single-precision floating-point format, also called FP32, is a computer number format that typically occupies 32 bits in PC memory. This represents a wide dynamic range of numeric values that employs a floating point. FP32 power helps assess the video card's capabilities for generating rendering workloads. Video games use INT32 and FP32 cores to manage calculations with integers and numbers with decimals in order to produce maps, bone matrices on which the vertex shaders will calculate the vertices. Values in single precision format are mainly used in video games and 3D software.


See also:

Imagination PowerVR SGX543




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