Gigabyte GeForce RTX 4070 Ti Super Gaming OC Review 2

Gigabyte GeForce RTX 4070 Ti Super Gaming OC Review

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Introduction

GIGABYTE Logo

Gigabyte GeForce RTX 4070 Ti SUPER Gaming OC is the company's most affordable factory overclocked custom design rendition of the new RTX 4070 Ti SUPER. The Gaming OC brand sticks to Gigabyte's main design and styling language, and is positioned a notch below its Eagle OC and the coveted AORUS Gaming lines. The Gaming OC is hence targeted at those who just want an RTX 4070 Ti SUPER card to install and forget about; and who don't mind some factory overclock on the side. The NVIDIA GeForce RTX 4070 Ti SUPER is NVIDIA's newest upper performance segment graphics card. While it's still being recommended for 1440p, like the RTX 4070, we've consistently found the 4070 series cards to be capable of 4K Ultra HD gaming, if you can dial down settings by just a tiny bit, or use DLSS. The RTX 4070 Ti SUPER should only enhance this proposition. An ideal use for the RTX 4070 Ti SUPER could be 1440p high refresh-rate, given that displays with 144 Hz or 165 Hz are getting affordable. The RTX 4070 Ti SUPER will definitely put out near triple-digit framerates at 1440p, with G-SYNC smoothing things out. There's always DLSS or DLSS 3 Frame Generation to dial up frame rates even more.



The GeForce RTX 4070 Ti SUPER, like its siblings from the refresh, the RTX 4070 SUPER and the upcoming RTX 4080 SUPER, denote more performance at existing price-points, not new features. Since NVIDIA had maxed out the AD104 silicon to create the original RTX 4070 Ti, to create the new SUPER refresh, it had to tap into the bigger AD103 silicon that powers the RTX 4080 and mobile RTX 4090 series. Right off the bat, we see the memory size increase to 16 GB, taking advantage of the wider 256-bit memory interface, compared to the 192-bit interface of the AD104. NVIDIA also gave the RTX 4070 Ti SUPER a 10% increase in shaders, and a 20% increase in ROP count, while leaving the on-die L2 cache untouched at 48 MB.

NVIDIA carved the RTX 4070 Ti SUPER by disabling 14 out of the available 80 streaming multiprocessors (SM) on the AD103, leaving it with 66, which work out to 8,448 CUDA cores, 264 Tensor cores, 66 RT cores, and 264 TMUs. From the 112 ROPs available on the silicon, NVIDIA enabled 96, which is still a fair bit more than the 80 ROPs that the original RTX 4070 Ti has. The core runs at speeds of 2610 MHz, which Gigabyte overclocked to 2655 MHz, while leaving the memory untouched at 21 Gbps. At this memory speed, the RTX 4070 Ti SUPER enjoys 672 GB/s of memory bandwidth, which is 33% higher than what the other RTX 4070 series cards have.

As we mentioned, the tech driving the RTX 4070 Ti SUPER hasn't changed, this is very much still the Ada Lovelace graphics architecture, which takes advantage of the TSMC 5 nm EUV foundry process to dial up clock speeds and transistor counts. The new generation CUDA core takes advantage of these higher frequencies, combines them with its increased IPC, as well as support for shader execution reordering, a feature that should improve ray tracing performance. The 3rd generation RT core, in addition to generational gains in ray intersection performance, supports displaced micro-meshes, a feature that allows game developers to increase the complexity of ray traced objects. Lastly, the optical flow accelerator enables the GPU to draw entire alternate frames using AI, without involving the raster graphics machinery, which is how DLSS 3 Frame Generation works.

The Gigabyte RTX 4070 Ti SUPER Gaming OC isn't the company's most premium custom-design, but is closest to the NVIDIA MSRP. Gigabyte is pricing this card at $850, which is a $50 premium over the baseline. The card features the company's latest generation WindForce 3X cooling solution also found on the RTX 4070 Ti Gaming OC. Given that the total graphics power (TGP) is unchanged between the two GPUs at 285 W, this must have been an easy design choice for Gigabyte. One aspect of the Gigabyte brand that stands out is its extended warranty. With a simple online registration, your product warranty is extended to four years, compared to the regular two years.

Short 10-Minute Video Comparing 10x RTX 4070 Ti Super

Our goal with the videos is to create short summaries, not go into all the details and test results, which can be found in our written reviews.

NVIDIA GeForce RTX 4070 Ti Super Market Segment Analysis
 PriceCoresROPsCore
Clock
Boost
Clock
Memory
Clock
GPUTransistorsMemory
RTX 3070 Ti$3506144961575 MHz1770 MHz1188 MHzGA10417400M8 GB, GDDR6X, 256-bit
RX 6800$4503840961815 MHz2105 MHz2000 MHzNavi 2126800M16 GB, GDDR6, 256-bit
RX 7700 XT$4303456962171 MHz2544 MHz2250 MHzNavi 3226500M12 GB, GDDR6, 192-bit
RX 6800 XT$50046081282015 MHz2250 MHz2000 MHzNavi 2126800M16 GB, GDDR6, 256-bit
RTX 3080$4508704961440 MHz1710 MHz1188 MHzGA10228000M10 GB, GDDR6X, 320-bit
RTX 4070$5405888641920 MHz2475 MHz1313 MHzAD10435800M12 GB, GDDR6X, 192-bit
RX 7800 XT$5003840962124 MHz2430 MHz2425 MHzNavi 3228100M16 GB, GDDR6, 256-bit
RX 6900 XT$65051201282015 MHz2250 MHz2000 MHzNavi 2126800M16 GB, GDDR6, 256-bit
RX 6950 XT$63051201282100 MHz2310 MHz2250 MHzNavi 2126800M16 GB, GDDR6, 256-bit
RTX 3090$800104961121395 MHz1695 MHz1219 MHzGA10228000M24 GB, GDDR6X, 384-bit
RTX 4070 Super$6007168801980 MHz2475 MHz1313 MHzAD10435800M12 GB, GDDR6X, 192-bit
RTX 4070 Ti$7507680802310 MHz2610 MHz1313 MHzAD10435800M12 GB, GDDR6X, 192-bit
RTX 4070 Ti Super$80084481122340 MHz2610 MHz1313 MHzAD10345900M16 GB, GDDR6X, 256-bit
Gigabyte RTX 4070 Ti Super
Gaming OC
$85084481122340 MHz2655 MHz1313 MHzAD10345900M16 GB, GDDR6X, 256-bit
RX 7900 XT$71053761922000 MHz2400 MHz2500 MHzNavi 3157700M20 GB, GDDR6, 320-bit
RTX 3090 Ti$1050107521121560 MHz1950 MHz1313 MHzGA10228000M24 GB, GDDR6X, 384-bit
RTX 4080$120097281122205 MHz2505 MHz1400 MHzAD10345900M16 GB, GDDR6X, 256-bit
RTX 4080 Super$1000102401122295 MHz2550 MHz1400 MHzAD10345900M16 GB, GDDR6X, 256-bit
RX 7900 XTX$97061441922300 MHz2500 MHz2500 MHzNavi 3157700M24 GB, GDDR6, 384-bit
RTX 4090$2000163841762235 MHz2520 MHz1313 MHzAD10276300M24 GB, GDDR6X, 384-bit

Architecture

The Ada graphics architecture heralds the third generation of the NVIDIA RTX technology, an effort toward increasing the realism of game visuals by leveraging real-time ray tracing, without the enormous amount of compute power required to draw purely ray-traced 3D graphics. This is done by blending conventional raster graphics with ray traced elements such as reflections, lighting, and global illumination, to name a few. The 3rd generation of RTX introduces the new higher IPC "Ada" CUDA core, 3rd generation RT core, 4th generation Tensor core, and the new Optical Flow Processor, a component that plays a key role in generating new frames without involving the GPU's main graphics rendering pipeline. The GeForce Ada graphics architecture driving the RTX 4070 Ti SUPER leverages the TSMC 5 nm EUV foundry process to increase transistor counts.



The GeForce RTX 4070 Ti SUPER gets a significant memory sub-system uplift over the original RTX 4070 Ti, besides an increase in shaders and other on-die components. Since NVIDIA maxed out the AD104 to create the RTX 4070 Ti, the only way it could go about creating the RTX 4070 Ti SUPER is by tapping into the larger AD103 that powers the RTX 4080 and the upcoming RTX 4080 SUPER. The biggest perks of the switch to AD103 is its wider 256-bit memory bus, which allowed NVIDIA to increase the memory from 12 GB to 16 GB.

The AD103 die is built on the 5 nm EUV foundry process, with a die size of 379 mm² and 45.9 billion transistors. The chip features a PCI-Express 4.0 x16 host interface along with support for PCI resizable BAR; and its 256-bit wide GDDR6X memory interface. The GigaThread Engine serves as the main workflow controller for the GPU, dispatching work among the GPU's 7 graphics processing clusters (GPCs). Each GPC shares a Raster Engine and render backends among six texture processing clusters (TPCs), the indivisible subunit of the GPU. Each of these has two Streaming Multiprocessors (SM), and a Polymorph unit. Each SM contains 128 CUDA cores across four partitions. Half of these CUDA cores are pure-FP32; while the other half is capable of FP32 or INT32. The SM retains concurrent FP32+INT32 math processing capability. The SM also contains a 3rd generation RT core, four 4th generation Tensor cores, some cache memory, and four TMUs. One of the seven GPCs on the AD103 physically only has four TPCs.

With a total of 40 TPCs, or 80 SM, AD103 physically features 10,240 CUDA cores, 320 Tensor cores, 80 RT cores, and 320 TMUs; along with 64 MB of on-die L2 cache, and 112 ROPs. NVIDIA carved the RTX 4070 Ti SUPER out of the AD103 by enabling 66 out of 80 SM, 48 MB out of the 64 MB of L2 cache present; and 96 ROPs out of the 112 present. This results in 8,448 CUDA cores, 264 Tensor cores, 66 RT cores, 264 TMUs, 96 ROPs, and 48 MB of L2 cache. NVIDIA also disabled a few NVDEC units, giving this the same exact video acceleration configuration as the RTX 4070 Ti, with two NVENC and one NVDEC units. The 256-bit memory interface drives 16 GB of memory, however the memory runs at 21 Gbps, compared to the 22.5 Gbps of the RTX 4080, and 23 Gbps of the upcoming RTX 4080 SUPER. Even with 21 Gbps, the memory bandwidth on tap is an impressive 672 GB/s, a 33% increase over that of the original RTX 4070 Ti.

3rd Gen RT Core and Ray Tracing


The 3rd generation RT core accelerates the most math-intensive aspects of real-time ray tracing, including BVH traversal. Displaced micro-mesh engine is a revolutionary feature introduced with the new 3rd generation RT core. Just as mesh shaders and tessellation have had a profound impact on improving performance with complex raster geometry, allowing game developers to significantly increase geometric complexity; DMMs is a method to reduce the complexity of the bounding-volume hierarchy (BVH) data-structure, which is used to determine where a ray hits geometry. Previously, the BVH had to capture even the smallest details to properly determine the intersection point. Ada's ray tracing architecture also receives a major performance uplift from Shader Execution Reordering (SER), a software-defined feature that requires awareness from game-engines, to help the GPU reorganize and optimize worker threads associated with ray tracing.


The BVH now needn't have data for every single triangle on an object, but can represent objects with complex geometry as a coarse mesh of base triangles, which greatly simplifies the BVH data structure. A simpler BVH means less memory consumed and helps to greatly reduce ray tracing CPU load, because the CPU only has to generate a smaller structure. With older "Ampere" and "Turing" RT cores, each triangle on an object had to be sampled at high overhead, so the RT core could precisely calculate ray intersection for each triangle. With Ada, the simpler BVH, plus the displacement maps can be sent to the RT core, which is now able to figure out the exact hit point on its own. NVIDIA has seen 11:1 to 28:1 compression in total triangle counts. This reduces BVH compile times by 7.6x to over 15x, in comparison to the older RT core; and reducing its storage footprint by anywhere between 6.5 to 20 times. DMMs could reduce disk- and memory bandwidth utilization, utilization of the PCIe bus, as well as reduce CPU utilization. NVIDIA worked with Simplygon and Adobe to add DMM support for their tool chains.

Opacity Micro Meshes


Opacity Micro Meshes (OMM) is a new feature introduced with Ada to improve rasterization performance, particularly with objects that have alpha (transparency data). Most low-priority objects in a 3D scene, such as leaves on a tree, are essentially rectangles with textures on the leaves where the transparency (alpha) creates the shape of the leaf. RT cores have a hard time intersecting rays with such objects, because they're not really in the shape that they appear (they're really just rectangles with textures that give you the illusion of shape). Previous-generation RT cores had to have multiple interactions with the rendering stage to figure out the shape of a transparent object, because they couldn't test for alpha by themselves.


This has been solved by using OMMs. Just as DMMs simplify geometry by creating meshes of micro-triangles; OMMs create meshes of rectangular textures that align with parts of the texture that aren't alpha, so the RT core has a better understanding of the geometry of the object, and can correctly calculate ray intersections. This has a significant performance impact on shading performance in non-RT applications, too. Practical applications of OMMs aren't just low-priority objects such as vegetation, but also smoke-sprites and localized fog. Traditionally there was a lot of overdraw for such effects, because they layered multiple textures on top of each other, that all had to be fully processed by the shaders. Now only the non-opaque pixels get executed—OMMs provide a 30 percent speedup with graphics buffer fill-rates, and a 10 percent impact on frame-rates.

DLSS 3 Frame Generation


DLSS 3 introduces a revolutionary new feature that promises a doubling in frame-rate at comparable quality, it's called AI frame-generation. Building on DLSS 2 and its AI super-resolution (scaling up a lower-resolution frame to native resolution with minimal quality loss); DLSS 3 can generate entire frames simply using AI, without involving the graphics rendering pipeline, it's also possible to enable frame generation at native resolution without upscaling. Later in the article, we will show you DLSS 3 in action.


Every alternating frame with DLSS 3 is hence AI-generated, without being a replica of the previous rendered frame. This is possible only on the Ada graphics architecture, because of a hardware component called the optical flow accelerator (OFA), which assists in predicting what the next frame could look like, by creating what NVIDIA calls an optical flow-field. OFA ensures that the DLSS 3 algorithm isn't confused by static objects in a rapidly-changing 3D scene (such as a race sim). The process heavily relies on the performance uplift introduced by the FP8 math format of the 4th generation Tensor core. A third key ingredient of DLSS 3 is Reflex. By reducing the rendering queue to zero, Reflex plays a vital role in ensuring that latency with DLSS 3 enabled is at an acceptable level. A combination of OFA and the 4th Gen Tensor core is why the Ada architecture is required to use DLSS 3, and why it won't work on older architectures.

Packaging

Package Front
Package Back


The Card

Graphics Card Front
Graphics Card Back
Graphics Card Front Angled

Gigabyte's Gaming OC looks like a proper high-end card with its large footprint and elongated shape. On the back you'll find a high-quality metal backplate with a cutout to let air flow through.

Graphics Card Dimensions

Dimensions of the card are 30.5 x 13.0 cm, and it weighs 1277 g.

Graphics Card Height
Graphics Card Back Angled

Installation requires three slots in your system. We measured the card's width to be 57 mm.

Monitor Outputs, Display Connectors

Display connectivity includes three standard DisplayPort 1.4a ports and one HDMI 2.1a (same as Ampere and same as non-Super Ada).

NVIDIA introduced the concept of dual NVDEC and NVENC Codecs with the Ada Lovelace architecture. This means there are two independent sets of hardware-accelerators; so you can encode and decode two streams of video in parallel or one stream at double the FPS rate. While the RTX 4070 Ti features dual units, the RTX 4070 Super and RTX 4070 come with only one of them. The new 8th Gen NVENC now accelerates AV1 encoding, besides HEVC. You also get an "optical flow accelerator" unit that is able to calculate intermediate frames for videos, to smooth playback. The same hardware unit is used for frame generation in DLSS 3.

Graphics Card Power Plugs

All GeForce RTX 4070 Ti Super graphics cards use the 12+4 pin ATX 12VHPWR connector, an adapter cable is included in the box.


The dual BIOS feature lets you switch from the default "OC" BIOS to a "quiet" BIOS, which runs a more relaxed fan curve. (Photo shows the switch at "silent," which is not the default).

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May 9th, 2024 06:13 EDT change timezone

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