Zotac GeForce RTX 4080 Super AMP Extreme Airo Review 10

Zotac GeForce RTX 4080 Super AMP Extreme Airo Review

(10 Comments) »

Introduction

ZOTAC Logo

Zotac GeForce RTX 4080 Super AMP Extreme AIRO is the top custom-design graphics card by Zotac Gaming to be based on the RTX 4080 Super, the newest kid on the block for those seeking an enthusiast-segment GPU for maxed out gameplay at 4K Ultra HD, with ray tracing. The RTX 4080 Super is the fastest of the three-part Super series mid-lifecycle refresh of the GeForce RTX Ada Lovelace generation. The three are designed to be considered for Spring-Summer gaming PC builds; since the next generation won't come out until the end of 2024. A recurring theme with the three RTX 40-series Super graphics cards has been improvements in the value proposition. For the RTX 4070 Super, this meant a massive 21% increase in shaders. For the RTX 4070 Ti Super, it meant an increase in memory size from 12 GB to 16 GB, and a few more shaders. The RTX 4080 Super is a slightly different beast. You get a few more shaders than the original RTX 4080, but at a 20% lower price. What this means is that premium factory overclocked custom-designs such as the Zotac AMP Extreme AIRO we're reviewing today, will come in at prices comparable to the baseline of the RTX 4080, if not less.



To create the GeForce RTX 4080 Super, NVIDIA simply maxed out the AD103 silicon that the original RTX 4080 was based on, and gave it slight increases in clock speeds. It didn't take the expensive route of vastly increasing the shader count or memory size by tapping into the larger AD102 silicon powering the RTX 4090. The RTX 4080 finds itself embattled with the AMD Radeon RX 7900 XTX, which is often found listed around the $900-mark. So rather than carving out a bigger AD102-based SKU, NVIDIA decided to design a fully unlocked AD103-based SKU, but with an attractive $1,000 baseline price, compared to the $1,200 original MSRP of the RTX 4080. The AD103 silicon is mighty large, featuring 80 streaming multiprocessors (SM), all of which are enabled on the RTX 4080 Super, compared to the 76 on the RTX 4080. Besides this, the RTX 4080 Super gets 23 Gbps memory speeds, compared to the 22.4 Gbps speeds of the RTX 4080.

With 80 SM on tap, the RTX 4080 Super specs sheet looks eye-pleasing, with 10,240 CUDA cores, 320 Tensor cores, 80 RT cores, 320 TMUs, and the chip's full complement of 112 ROPs, along with 64 MB of on-die L2 cache that lubricates the memory pipeline. Thanks to this, the AD103 can make do with a 256-bit wide memory bus, driving 16 GB of memory. The GPU frequency is slightly increased to 2550 MHz boost from the 2505 MHz of the original RTX 4080. Zotac has further overclocked this to 2610 MHz on the AMP Extreme. The power limit is unchanged from the RTX 4080—it remains at 320 W. The Ada Lovelace graphics architecture is at the helm of things with the RTX 4080 Super. Its CUDA cores, besides generational performance uplifts, introduce shader execution reordering, which positively impacts ray tracing performance; the 3rd generation RT core introduces displaced micro-meshes, a feature that allows game developers to increase the geometric complexity of ray traced objects; and the new optical flow accelerator that enables DLSS 3 Frame Generation, allowing the GPU to draw entire alternate frames using AI, without involving the graphics pipeline.

The Zotac GeForce RTX 4080 Super AMP Extreme AIRO features the heaviest variant of the company's IceStorm 2.0 cooling solution designed along the AIRO (air-optimized) airflow design. The fins in the heatsink are designed to guide airflow from the fans in a way that maximizes heat dissipation, allowing fan speeds to be lowered. The design also incorporates Zotac's latest Spectra 2.0 RGB LED lighting, with an elaborate RGB diffuser along the top of the card, as well as illuminated logos along the backplate and the tail-end of the card. The card also features a 3-pin ARGB header, so you can sync its lighting with the rest of your setup. Zotac is pricing the RTX 4080 Super AMP Extreme AIRO at $1100.

Short 10-Minute Video Comparing 9x RTX 4080 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 4080 Super Market Segment Analysis
 PriceCoresROPsCore
Clock
Boost
Clock
Memory
Clock
GPUTransistorsMemory
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
RX 7900 XT$72053761922000 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 MHz1438 MHzAD10345900M16 GB, GDDR6X, 256-bit
Zotac RTX 4080 Super
AMP Extreme AIRO
$1100102401122295 MHz2610 MHz1438 MHzAD10345900M16 GB, GDDR6X, 256-bit
RX 7900 XTX$97061441922300 MHz2500 MHz2500 MHzNavi 3157700M24 GB, GDDR6, 384-bit
RTX 4090$1800163841762235 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 4080 Super leverages the TSMC 5 nm EUV foundry process to increase transistor counts.



The GeForce RTX 4080 Super is based on the same 5 nm AD103 silicon as the original RTX 4080. As a SKU, it has a lot in common with the RTX 2080 Super, which had maxed out the TU104 silicon, while the original RTX 2080 wasn't too far behind. The AD103 is NVIDIA's second largest silicon, powering not just the RTX 4080 and the RTX 4080 Super, but also the mobile RTX 4090. This 379 mm² beast packs nearly 46 billion transistors—more than that of the previous generation flagship GA102. It has 80 streaming multiprocessors, and since the RTX 4080 Super maxes the chip out, all 80 are enabled. This gives the RTX 4080 Super a phenomenal CUDA core count of 10,240, with 320 Tensor cores, 80 RT cores, 320 TMUs, and all of the chip's 112 ROPs. The AD103 features a 256-bit wide memory interface, and the RTX 4080 Super continues to get 16 GB of memory, running at 23 Gbps—higher than the 22.4 Gbps of the RTX 4080.

The AD103 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; one of the GPCs has just four TPCs. Each TPC 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 80 SM that have 128 CUDA cores, each; we arrive at 10,240 CUDA cores. NVIDIA says that the RTX 4080 Super maxes out the AD103 silicon; and this statement is 99.999% true. The AD103 has four NVDEC and two NVENC units on the silicon; but for the RTX 4080 Super, just like the RTX 4080, three of these NVDEC units are disabled. This is irrelevant for a GeForce RTX product, and NVIDIA only put those large numbers of NVDEC units for pro-visualization graphics cards, such as the RTX 5000 Ada.

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

Zotac is taking an all-smooth approach with their GeForce RTX 4080 Super Airo. The curves on their card are almost female-elegant. On the back you get a high-quality metal backplate, the front cooler shroud is made from plastic.

Graphics Card Dimensions

Dimensions of the card are 36.0 x 15.0 cm, and it weighs 1917 g.

Graphics Card Height
Graphics Card Back Angled

Installation requires three slots in your system. We measured the card's width to be 73 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. 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 4080 and 4080 Super graphics cards use the 12+4 pin ATX 12VHPWR connector, an adapter cable is included in the box.

Please note the BIOS switch here. Unlike other cards, which use a sliding switch, Zotac uses a push button. Making the switch requires the card to be powered up, but not booting (the BIOS is managed by the same MCU that handles RGB, not by the GPU). The second BIOS is a "quiet" BIOS, which runs a more relaxed fan curve. On startup, the BIOS choice is indicated by flashing of the RGB strip: blue = default BIOS, red = quiet BIOS.


Zotac has placed a warning sticker over the power connectors, to make it crystal clear what's recommended in terms of setup.

Our Patreon Silver Supporters can read articles in single-page format.
Discuss(10 Comments)
May 9th, 2024 07:02 EDT change timezone

New Forum Posts

Popular Reviews

Controversial News Posts