DLSS3 vs DLSS4 vs Native 4K
It's been two years since NVIDIA introduced its Ada Lovelace GPUs, kicking things off with the RTX 4090 and finishing up the initial lineup with the SUPER family At CES, the company unveiled its new RTX 50 "Blackwell" family which features a brand new architecture and several changes such as new cores, AI accelerators, new memory standards, and the latest video/display capabilities.
Today, NVIDIA is releasing the second fastest card within its "RTX 50" portfolio, the GeForce RTX 5080. The GeForce RTX 5080 is a top-of-the-line graphics card, designed for enthusiast gamers, and features a price point of $999 US which is the same as the RTX 4080 SUPER. Today, we will be trying out Palit GeForce RTX 5080 GameRock OC, a custom variant designed with a brand new cooler and retailing at a premium of around $1200 US (+200 US over MSRP).
NVIDIA GeForce GPU Segment/Tier Prices
Graphics Segment | 2025 | 2023-2024 | 2022-2023 | 2021-2022 | 2020-2021 | 2019-2020 | 2018-2019 | 2017-2018 |
---|---|---|---|---|---|---|---|---|
Titan Tier | GeForce RTX 5090 | GeForce RTX 4090 | GeForce RTX 4090 | GeForce RTX 3090 Ti GeForce RTX 3090 | GeForce RTX 3090 | Titan RTX (Turing) | Titan V (Volta) | Titan Xp (Pascal) |
Price | $1999 US | $1599 US | $1599 US | $1999 US $1499 US | $1499 US | $2499 US | $2999 US | $1199 US |
Ultra Enthusiast Tier | GeForce RTX 5080 | GeForce RTX 4080 SUPER | GeForce RTX 4080 | GeForce RTX 3080 Ti | GeForce RTX 3080 Ti | GeForce RTX 2080 Ti | GeForce RTX 2080 Ti | GeForce GTX 1080 Ti |
Price | $999 US | $999 US | $1199 US | $1199 US | $1199 US | $999 US | $999 US | $699 US |
Enthusiast Tier | GeForce RTX 5070 Ti | GeForce RTX 4070 Ti SUPER | GeForce RTX 4070 Ti | GeForce RTX 3080 12 GB | GeForce RTX 3080 10 GB | GeForce RTX 2080 SUPER | GeForce RTX 2080 | GeForce GTX 1080 |
Price | $749 US | $799 US | $799 US | $799 US | $699 US | $699 US | $699 US | $549 US |
High-End Tier | GeForce RTX 5070 | GeForce RTX 4070 SUPER GeForce RTX 4070 | GeForce RTX 4070 GeForce RTX 4060 Ti 16 GB | GeForce RTX 3070 Ti GeForce RTX 3070 | GeForce RTX 3070 Ti GeForce RTX 3070 | GeForce RTX 2070 SUPER | GeForce RTX 2070 | GeForce GTX 1070 |
Price | $549 US | $599 $549 | $599 US $499 US | $599 $499 | $599 $499 | $499 US | $499 US | $379 US |
Mainstream Tier | GeForce RTX 5060 Ti 16 GB GeForce RTX 5060 Ti 8 GB | GeForce RTX 4060 Ti GeForce RTX 4060 | GeForce RTX 4060 Ti GeForce RTX 4060 | GeForce RTX 3060 Ti GeForce RTX 3060 12 GB | GeForce RTX 3060 Ti GeForce RTX 3060 12 GB | GeForce RTX 2060 SUPER GeForce RTX 2060 GeForce GTX 1660 Ti GeForce GTX 1660 SUPER GeForce GTX 1660 | GeForce GTX 1060 | GeForce GTX 1060 |
Price | $429 US $379 US | $449 $299 | $399 US $299 US | $399 US $329 US | $399 US $329 US | $399 US $349 US $279 US $229 US $219 US | $249 US | $249 US |
Entry Tier | GeForce RTX 5060 | RTX 3050 8 GB RTX 3050 6 GB | RTX 3050 | RTX 3050 | GTX 1650 SUPER GTX 1650 | GTX 1650 SUPER GTX 1650 | GTX 1050 Ti GTX 1050 | GTX 1050 Ti GTX 1050 |
Price | $299 | $229 $179 | $249 US | $249 US | $159 US $149 US | $159 US $149 US | $139 US $109 US | $139 US $109 US |
NVIDIA GeForce RTX 50 Gaming Graphics Cards
With Blackwell, NVIDIA is going full-on into the AI segment with loads of optimizations & AI-specific accelerators.
The Blackwell GPU does many traditional things that we would expect from a next-generation GPU, but simultaneously breaks the barrier when it comes to untraditional GPU operations. To sum up some features:
- New Streaming Multiprocessor (SM)
- New 5th Gen Tensor Cores
- New 4th Gen RT (Ray Tracing) Cores
- AI Management Processor
- Max-Q Mode for Desktops & Laptops
- New GDDR7 High-Performance Memory Subsystem
- New DP2.1b Display Engine & Next-Gen NVENC/NVDEC
The technologies mentioned above are some of the main building blocks of the Blackwell GPU, but there's more within the graphics core itself which we will talk about in detail so let's get started.
Updated with the new Blackwell GPU architecture, the NVIDIA GeForce RTX 50 GPUs utilize next-gen hardware technologies such as 5th Gen Tensor Cores, new streaming multiprocessor units, and 4th Gen ray tracing cores. The new architecture also supports FP4 algorithms for even faster AI processing capabilities that can be leveraged by technologies such as DLSS 4.
NVIDIA GeForce RTX 5080 16 GB Graphics Card
The NVIDIA GeForce RTX 5080 graphics card will be based on the PG144/147-SKU45 PCB and will incorporate the GB203-400-A1 GPU die. This card will utilize the full GB203 GPU die with 84 SMs and 10,752 cores, but that's a 51% reduction compared to the RTX 5090. For comparison, the RTX 4090 and RTX 4080 had a -40 percent difference in the number of cores, so the overall performance will vary by a huge margin.
Other than that, the RTX 5080 is also going to feature half the VRAM configuration with a 16 GB capacity running across a 256-bit bus interface while utilizing GDDR7 modules. The graphics card will feature the fastest GDDR7 memory on the market, offering up to 30 Gbps speeds for 960 GB/s of total bandwidth. The graphics card will feature a 360W TBP. This will be a 12.5% increase in the power wall versus the 320W of the RTX 4080 SUPER, but once again, the real-world figures should be very different.
In terms of performance, the NVIDIA GeForce RTX 5080 is expected to end up 2x faster than the RTX 4080 SUPER while leveraging the advanced DLSS 4 capabilities for $999 US, a price which is better than the original RTX 4080 ($1199 US).
The NVIDIA GeForce RTX 5080 will be available on the 30th of January while the RTX 5070 Ti & the RTX 5070 will be launching in February. All cards will be available in custom variants and the very liked Founders Edition models.
NVIDIA RTX 50 Founders Edition Models:
NVIDIA GeForce RTX 50 GPU Specs (Preliminary):
Graphics Card Name | NVIDIA GeForce RTX 5090 | NVIDIA GeForce RTX 5080 | NVIDIA GeForce RTX 5070 Ti | NVIDIA GeForce RTX 5070 | NVIDIA GeForce RTX 5060 Ti | NVIDIA GeForce RTX 5060 | NVIDIA GeForce RTX 5050 |
---|---|---|---|---|---|---|---|
GPU Name | Blackwell GB202-300 | Blackwell GB203-400 | Blackwell GB203-300-A1 | Blackwell GB205-300-A1 | Blackwell GB206-300 | Blackwell GB206-250 | Blackwell GB207-300 |
GPU SMs | 170 (192 Full) | 84 (84 Full) | 70 (84 Full) | 50 (50 Full) | 36 (36 Full) | 30 | 20 (20 Full) |
GPU Cores | 21760 | 10752 | 8960 | 6144 | 4608 | 3840 | 2560 |
Clock Speeds | 2.41 GHz | 2.62 GHz | 2.45 GHz | 2.51 GHz | 2.57 GHz | TBD | TBD |
Memory Capacity | 32 GB GDDR7 | 16 GB GDDR7 | 16 GB GDDR7 | 12 GB GDDR7 | 16 GB / 8 GB GDDR7 | 8 GB GDDR7 | 8 GB GDDR6 |
Memory Bus | 512-bit | 256-bit | 256-bit | 192-bit | 128-bit | 128-bit | 128-bit |
Memory Speed | 28 Gbps | 30 Gbps | 28 Gbps | 28 Gbps | 28 Gbps | 28 Gbps | TBD |
Bandwidth | 1792 GB/s | 960 GB/s | 896 GB/s | 672 GB/s | 448 GB/s | 448 GB/s | TBD |
Power Interface | 1 12V-2x6 (16-Pin) | 1 12V-2x6 (16-Pin) | 1 12V-2x6 (16-Pin) | 1 12VHPWR (16-Pin) | 1 12VHPWR (16-Pin) | 1 12VHPWR (16-Pin) | TBD |
Launch | 30th January, 2025 | 30th January, 2025 | 20th February, 2025 | 5th March, 2025 | 16th April, 2025 | May 2025 | May 2025? |
TBP | 575W | 360W | 300W | 250W | 180W | 145W | 135W |
Price | $1999 US | $999 US | $749 US | $549 US | $429/$379 | $379 | $249-$199? |
The NVIDIA Blackwell or RTX Blackwell architecture is designed for gamers and content creators. This architecture will be offered on the RTX 50 graphics cards first, launching later this month.
NVIDIA RTX Blackwell Architecture Deep-Dive
What we have known so far about the NVIDIA RTX Blackwell Gaming GPUs is that they are based on TSMC's 4nm process node, feature up to 92 Billion transistors with 4000 AI TOPS, 380 RT TFLOPs, a 125 TFLOPS of FP32 compute, the fastest GDDR7 memory interface with up to 1.8 TB/s bandwidth and come with a brand new Founders Edition design.
With Blackwell, NVIDIA had a few design goals in mind to accelerate the graphical capabilities for the next generation of gaming. The architecture was to be designed and optimized around new neural capabilities and workloads. It aims to reduce the overall memory footprint, it also focuses vastly on energy efficiency, and all the while adding new quality of service capabilities.
So Blackwell had to introduce a lot of changes. The main ones include the addition of 5th Gen Tensor Cores, offering high-speed FP4, compute and up to 4000 AI TOPS of performance, 4th Gen RT (Ray Tracing) cores with up to 360 RT TFLOPs and designed for Mega Geometry, a next-gen AI Management Processor which enables Simultaneous AI models and graphics workloads to be executed, a brand new Blackwell SM with 125 TFLOPS of peak FP32 compute and the addition of GDDR7 memory which offers the world's fastest memory speeds of up to 30 Gbps (on the RTX 5080).
Other notable RTX Blackwell GPU architecture additions include DisplayPort 2.1 (UHBR20), PCIe Gen5 support, and 4K NVDEC/NVENC with 4:2:2 colors.
Diving into the Blackwell SM, we first compare it with the Ada SM, which was mostly optimized for traditional shaders, & most of its Tensor cores were used either for DLSS or content creation apps. Ada also partitioned the FP32 cores into two blocks, one that could purely execute FP32 and one that could manage both FP32 & INT32 formats. With Blackwell, NVIDIA has doubled its INT32 GPU throughput which can help accelerate workloads such as Work Graphs and Shader Execution, and 5th Gen Tensor Cores also offer the aforementioned doubled throughput.
Other microarchitectural changes allow multiple workloads to be executed efficiently. Blackwell also improves SER (Shader Execution Reordering) by 2x by reordering the neural models and the standard shading models and putting the same work together in an organized fashion. These models are then passed through tensor cores (if ML models) or shared cores (if shading models) for final execution.
GDDR7 also brings a much-needed upgrade over GDDR6/X memory, offering twice the bandwidth and data rate of G6 memory with higher frequency and lower wattage. GDDR7 also supports PAM4 signaling and the PCB materials used on RTX 50 GPUs are top-of-the-line from an engineering point of view. This is the first full-fledged architecture for desktop PCs to utilize GDDR7 and PCIe 5.0 materials in full conjunction. The new memory interface also offers twice the efficiency of GDDR6 in terms of PJ/bit. This will be very useful in mobility "Max-Q" designs where efficiency matters the most.
Moving over to the Ray Tracing enhancements, the 4th Gen RT Cores introduce various new capabilities, such as a Triangle Cluster Intersection Engine which replaces the previous Triangle Intersection Engine which is optimized for Mega Geometry and can handle clusters of Mega Geometry and standard geometry much more efficiently.
The Mega Geometry engine also has a new Triangle Cluster Compression format which can be decompressed using Blackwell's on-chip engine. Lastly, the new Linerar Swept Spheres block accelerates RTX Hair and Fur rendering. To sum up, the new RT cores bring an 8x ray triangle intersection rate while reducing the memory footprint to 0.75x.
The FP4 format introduced on Blackwell's 5th Gen Tensor Cores will offer up to 32x throughput versus the Pascal generation and 2x versus the Ada generation of GPUs. These new cores will be taking full advantage of Neural Shading and Rendering techniques featured in next-gen AAA titles.
This also leads us to the next topic, which is about Blackwell's scheduling and how it processes various workloads. In Blackwell, NVIDIA is introducing a new programmable Coprocessor known as Amp which sits at the front of the GPU, and interacts differently with the different cores on the GPU while understanding what's running on them, what's being done on them, and scheduling precisely the specific workload for the right core.
NVIDIA also talked about Blackwell's new Power Gating modes. In Blackwell, the entire clock tree can be disabled even while the GPU is active. So, if the memory system or portions of the memory system are idle, power savings can be achieved this way.
Another way to save power is to disable logic and SRAM when entire engines are idle. Blackwell also introduces a secondary rail that separates the core and the memory system which runs them at different voltages and, for different workloads, captures more performance within a power budget. It also allows a 15x reduction in the time it takes from the rail gate to the core. The new rail gate system is particularly useful in laptops as it reduces leakage by a major margin.
A new aspect of Blackwell is also its accelerated frequency switching capability, which improves clock responsiveness by 1000x. For example, a workload such as physics which doesn't utilize the full width of the GPU can switch to a higher frequency, while a tensor core workload which can use the full width of the GPU can move to a lower frequency. But when the CPU hasn't fed the GPU with any work, Blackwell can drop frequency fast and this is done because Blackwell can switch back to a faster frequency faster.
In terms of clock frequency uplift, Blackwell achieves a 300 MHz higher frequency in active state versus Ada GPUs.
Lastly, we have Blackwell's Display & Video capabilities. New support on Blackwell includes support for DisplayPort 2.1b (UHBR20) with High-Speed hardware flip metering which improves the pace of frames using DLSS 4. There's also the 9th Gen Encoder and 6th Gen Decoder, offering AV1 UHQ & 2x H.264 Decode capabilities, while MV-HEVC and 4.2.2 Encode/Decode are also included in the RTX Blackwell Video engine block.
NVIDIA DLSS 4 - Continuing The Deep Learning Innovations
Since the advent of DLSS back in 2018, the technology has been improving continuously. The DLSS model is being trained on a supercomputer housed within the NVIDIA HQ which is running 24/7 & uses the latest and greatest of their GPUs for the past 6 years. The last major iteration of DLSS was DLSS 3.5, which introduced ray reconstruction. This new feature was part of the failure process in which the model detects various issues such as blurriness, ghosting, and flickering.
NVIDIA's in-house team of engineers then try to figure out what went wrong in the model and why the image wasn't created as intended. New approaches are defined to augment the model set which is retrained and tested across 100s of games to achieve the desired image quality and these result in upgraded versions of DLSS, with the latest one now being DLSS 4, which improves upon all aspects of the Super Sampling technology.
With DLSS 4, NVIDIA is transitioning to a completely new neural architecture model from 2020s DLSS 2. The main change is the new transformer engine which can be trained across multiple data sets while being computationally efficient, offering 2x the parameter size and 4x the compute horsepower.
DLSS 4 also adds the new MFG mode or Multi-Frame Generation which, instead of running two models per frame, runs five models per frame with super-resolution and ray reconstruction. This leads to 15 out of 16 pixels or frames being generated by AI, all the while improving the image quality.
NVIDIA also dives a bit into why they only thought of doing multi-frame frame-gen with Blackwell and there were two reasons, one was that DLSS's image quality was not that great to begin with and needed more training time, while the second was the time it takes to generate these new frames could result in frame pacing and artifacting issues.
So, as the DLSS model was trained, the image quality became much better, which is fairly noticeable in recent DLSS 3 and DLSS 3.5 titles, while for frame pacing, NVIDIA's flip metering system is the solution that displays frame and this has been upgraded, and it can now reduce the frame variability by 5-10x, leading to similar or better latency versus last-gen DLSS solutions even when MFG is enabled.
Best of all, while MFG will be limited to RTX 50 and Frame Generation will be limited to the RTX 40 and RTX 50 series, the image quality enhancements and Reflex 2 highlights will apply to all RTX GPUs as we reported here, so all RTX GPU owners are in for a small treat even if they don't own the latest and greatest hardware.
Unlike previous generations of DLSS, DLSS 4 will come with Day-0 support for a total of 75 games and apps, the largest library of DLSS-enabled titles on the first day and more are on the way. To be clear, NVIDIA confirmed that developers will be able to leverage DLSS 4 quite easily if they have already integrated DLSS 3 or DLSS 3.5 within the engines.
NVIDIA will also integrate the option to enable DLSS 4 for non-DLSS-4 titles such as those with DLSS 3 support within its NVIDIA App. You can select between the older CNN mode, which will be a little bit faster but with lower image quality, and choose between various frame generation modes such as 2x, 3x, and up to 4x. Users can also select between resolution override modes such as DLAA if they prefer higher image fidelity or go with DLSS Ultra-Perf, which enables faster performance on RTX GPUs.
Another feature that goes hand in hand with the new DLSS 4 technology is Reflex 2, which is designed to decrease latency and improve responsiveness in games, especially eSports titles. Reflex 2 introduces a new technology called Frame Warp which improves system responsiveness by 75%.
How NVIDIA achieves this is by sampling the mouse position right before the frame is rendered, and the camera is updated based on the user input and then warping the scene to a new position right before the frame is displayed. Reflex 2 will be natively coming to The Finals and Valorant. All RTX GPUs will support Reflex 2.
NVIDIA RTX AI For Gamers: Moving From Programmable Shaders To Neural Shaders
As we stated at the start of this deep dive, the RTX Blackwell architecture is designed with AI in mind and one of the major shifts that NVIDIA is making is to access next-gen Neural Shading technologies.
The company has already announced how it's cooperating with Microsoft to leverage DirectX's Neural Rendering capabilities that will fully unleash the tensor core prowess of RTX 50 GPUs.
With Blackwell's Neural Shaders, NVIDIA will harness various means of doing graphics, such as Neural Textures, Neural Materials, Nerual Volumes, Neural Radiance Fields, Neural Radiance Cache, and Neural Compression techniques to help with efficiency and optimization while adding in more performance by leveraging tensor cores.
The aim is to replace some or entire parts of the traditional graphics pipeline which has mostly relied on programmable shaders for a while now.
With traditional materials in a real-time scene, it's usually a few dozen lines of code to several thousand for film rendering, so to faithfully represent the same data, neural materials take the same code and take assembly collective of layers that are associated with a material and lay it out in a neural space (neural recompressed texture 7:1) & then a very small neural network with a few layers that are executed for each pixel on the screen that is using that material. In a demo shown by NVIDIA, Standard Materials take up 47 megs of memory while Neural materials take up just 16 megs of memory, so that's a factor of 3x.
Next is RTX Neural Radiance Cache for path trace, indirect lighting, and faster performance. NRC is training in real-time using the GPU to create a model on the fly. It collects the transport of light through the scene and caches it geo-spatially, so that you can have virtually unlimited bounces of light throughout the scene of light being transported around and be able to have that in the cache so that you can have one lookup in the cache and represent an unlimited number of bounces on the scene.
One area where Neural Shaders shine is in materials such as skin and, for that, NVIDIA is adding a new feature called RTX Skin. For this purpose, NVIDIA has collaborated with Unreal Technology & Disney, the subsurface scattering algorithm into the real-time realm for path tracing. The demo to showcase RTX Skin was Half-Life 2 Remix, where the bricks are missing indirect lighting by default but enabling NRC brings a lot more detail to the scene. The same can be seen in a Zombie, which looks much more vibrant and shadows are displayed more realistically.
Another feature is RTX Neural Faces, which combine Generative AI Faces with photorealistic characteristics that are trained at different angles, and different lighting conditions and display different emotions too. These can be used to enhance NPCs within games.
Even Ray Tracing hair and fur is discussed with the traditional methods being very expensive, since a character with individual strands may have 6 million strands, which requires a lot of horsepower. In Blackwell's RTX architecture, this new approach requires fewer polygons and fewer ray-traced spheres, leading to 3x less data to compute and requires less VRAM while offering higher FPS.
Blackwell also introduces a new groundbreaking technology called RTX Mega Geometry which allows you to have an uncompromised solution where you can have a full-fat Nanite mesh, fully path-traced, with no rasterization involved. This is done with a new API that quickly, effectively, and efficiently compresses these clusters over time.
In the Zorah Demo, which uses RTX Mega Geometry with half a billion triangles per scene, a lot more details are present when the tech is enabled, and it looks very fluid running on an RTX 50 GPU. RTX Mega Geometry will run on all RTX GPUs, but Blackwell has specific technologies that will accelerate the tech further.
The Palit GeForce RTX 5080 GameRock OC graphics card comes inside a large cardboard box. The front of the package has a large picture of the box and features the "Palit" and "OC" logos on the front.
The back of the box is very typical, highlighting the main features and specifications of the cards. The key highlights listed by Palit include the new heatsink which features a high-performance vapor chamber, an ARGB Sync EVO theme, TurboFan 4.0, and a Composite heat pipe mechanism under the hood.
There's also a focus towards GeForce.com on each AIB card through which users can download the latest drivers and GeForce Experience application which are a must for gamers to access all feature sets of the new cards.
There's also the mention of 16 GB GDDR7 (RTX 5080) memory available on the card. Opening the box, you are greeted with a few accessories which include the 16-pin to 3x 8-pin (12V-2x6) power adapter, the RGB sync cable, and a vertical stand.
Outside of the box, the graphics card is held firmly by foam packaging. The card is nicely wrapped within an anti-static cover which is useful to prevent any unwanted static discharges on various surfaces that might harm the graphics card.
After the package is taken care of, I can finally start talking about the card itself. The GameRock series are premium models and feature a very large cooling design and shroud.
With the graphics card out of the package, we can first appreciate the front of the card that adopts a reflective cover design. The wavy pattern on the front looks very nice and different from the other cards that we have tested so far.
The card measures even larger at 331.9 x 150 x 70.4 mm and measures 3.5 slots, making it a huge custom design.
You would have to keep in mind the height when going for a triple or quad-slot card solution as your case or motherboard PCIe slot combination may not allow such a setup. The cooling shroud extends to the back of the PCB and it requires a casing with good interior space for proper installation.
The back of the card features a solid metal backplate that looks stunning. The backplate offers a lot more functionality than just looks which I will get back to in a bit.
So about the design itself, Palit is using the Chameleon panel which looks nice and with its shifting colors, it provides a very nice visual experience. You better mount this card sideways to showcase its full beauty.
The heatsink on the GameRock OC is as grand as ever with the company adopting a die-cast frame on the outside to provide enhanced rigidity, making it a premium and durable offering.
The sides also come with a nice "GameRock" accent plate that lights up with RGB LEDs and a GeForce RTX logo can be seen on the sides. The large grill on the shroud can also be seen and really helps with pushing the air out of the shroud.
Coming to the fans, the card features the latest fan designs based on the Turbo 4.0 mechanism. All three fans feature optimized airflow which achieves a 33% higher cooling performance & a similar, 33% noise reduction.
GameRock also features its 0dB technology which ensures that the fans don't spin when running at lower temperatures. The fans feature 9 blades each.
I am back at talking about the full-coverage, full metal-based backplate that the card uses. The whole plate is made of solid metal with rounded edges that add to the durability of this card. The brushed black finish on the backplate gives a unique aesthetic.
The graphics card also comes with a compact PCB design which means that the shroud, heatsink, and backplate are all extended beyond the PCB. The third fan blows air through the heatsink and blows it out from the cutouts that are situated at the very end of the backplate.
The GPU retention bracket can only be accessed by removing the backplate which is held by a few screws.
With the outside of the card done, I will now start taking a glance at what's beneath the hood of this beast of a graphics card. The first thing to catch my eye is the humungous fin stack that's part of the beefy heatsink that the card utilizes.
The large fin stack runs from the front and to the back of the PCB and is so thick that you can barely see through it. It also comes with an air deflector design which places each fin in a 30-degree angle for maximum contact, resulting in 16% noise and airflow optimization.
The Palit GameRock RTX 50 series utilizes composite heat pipes which offer 32% higher dissipation capabilities.
Talking about the heatsink, the massive block is comprised of 8 composite heat pipes while the main block itself is a high-performance vapor chamber that fully covers the GPU and memory modules.
I/O on the graphics card sticks with the reference scheme which includes three Display Port 2.1b & a single HDMI 2.1 port.
There's also a dual-BIOS switch on the card which comes pre-configured with Silent & Performance modes. The BIOS doesn't affect the clock profiles but rather affects the maximum power limit, enabling higher fan speeds for better cooling and more stable clocks.
The Palit GeForce RTX 5080 GameRock OC is a power-hungry graphics card as showcased by its custom design. Being so, the card utilizes a single 16-pin connector which can deliver up to 600 Watts of power to the graphics card. The card is rated at 360W but ends up around 400W with its full power limit.
The PCB on the Palit GeForce RTX 5080 GameRock OC is very compact and features a total of 20 VRM phases.
Lastly, we can note the ARGB SYNC EVO connector next to the power connector which is used to sync the lighting of the card with the rest of your PC.
Palit GeForce RTX 5080 GameRock OC RGB Lighting Gallery:
Palit's GameRock series cards utilize its ThunderMaster technology to offer you a visually pleasing lighting experience on your graphics cards.
The RGB points include the large "GameRock" logo on the sides and the front reflective cover plate which offers a stunning look.

We used the following test system for comparison between the different graphics cards. The latest drivers that were available at the time of testing were used by AMD, Intel & NVIDIA on an updated version of Windows 11. All tested games were patched to the latest version for better performance optimization for NVIDIA, Intel, and AMD GPUs.
WCCFTECH GPU Test Bench (2025):
CPU | Intel Core i9-13900K @ Default |
---|---|
Motherboard | MSI MEG Z790 ACE |
Video Cards | MSI GeForce RTX 5080 Vanguard SOC MSI GeForce RTX 5080 SUPRIM SOC GALAX GeForce RTX 5080 1-Click OC White MSI GeForce RTX 5090 SUPRIM SOC NVIDIA GeForce RTX 4090 FE Palit GeForce RTX 4080 SUPER GamingPro OC NVIDIA GeForce RTX 4080 FE Colorful GeForce RTX 4070 Ti SUPER BattleAx NVIDIA GeForce RTX 4070 SUPER FE ASRock Radeon RX 7800 XT Phantom Gaming ASUS GeForce RTX 4070 Ti TUF Gaming NVIDIA GeForce RTX 4070 FE NVIDIA GeForce RTX 4060 Ti FE MSI GeForce RTX 4060 Gaming X ASUS RX 7900 XTX TUF Gaming OC ASRock Radeon RX 7900 XT Phantom Gaming |
Memory | G.SKILL Trident Z5 RGB Series 32GB (2 X 16GB) CL38 7200 Mbps |
Storage | Teamgroup T-Force A440 Pro 2 TB Gen 4 |
Power Supply | MSI MEG Ai1300P 1300W PSU |
OS | Windows 11 64-bit (24H2) |
Drivers | AMD Radeon Adrenalin Edition 24.12.1 NVIDIA GeForce 572.16 WHQL Intel 6256 WHQL |
- All games were tested at 3840x2160 (4K) resolution.
- Image Quality and graphics configurations are provided with each game description.
- The "reference" cards are the stock configs except where mentioned otherwise.
Speed Way
Developed with input from AMD, Intel, NVIDIA, and other leading technology companies, Speed Way is an ideal benchmark for comparing the DirectX 12 Ultimate performance of the latest graphics cards. 3DMark Speed Way’s engine is assembled to demonstrate what the latest DirectX API brings to ray-traced gaming, using DirectX Raytracing tier 1.1 for real-time global illumination and raytraced reflections, coupled with new performance optimizations like Mesh Shaders.
3DMark Speed Way Graphics
Firestrike
Firestrike is running the DX11 API and is still a good measure of GPU scaling performance. In this test, we ran the Extreme and Ultra versions of Firestrike which runs at 1440p and 4K, and recorded the Graphics Score only since the Physics and combined are not pertinent to this review.
3DMark Firestrike Extreme Graphics
3DMark Firestrike Ultra Graphics
Time Spy
Time Spy is running the DX12 API and we used it in the same manner as Firestrike Extreme where we only recorded the Graphics Score as the Physics score is recording the CPU performance and isn't important to the testing we are doing here.
3DMark Time Spy Graphics
3DMark Time Spy Extreme Graphics
Port Royal
Port Royal is another great tool in the 3DMark suite, but this one is 100% targeting Ray Tracing performance. It loads up ray-traced shadows, reflections, and global illumination to tax the performance of the graphics cards that either have hardware-based or software-based ray-tracing support.
3DMark Port Royal Score
3DMark Pure Ray Tracing Feature Test
Doom Eternal
DOOM Eternal brings hell to earth with the Vulkan-powered IDTech 7. We test this game using the Ultra Nightmare Preset and follow our in-game benchmarking to stay consistent.
DOOM Eternal (Nightmare)
Red Dead Redemption 2
Developed by Rockstar San Diego, Red Dead Redemption 2 is one of the most visually stunning open-world games I've played to date. It is backed up by a rich story set about the protagonist, Arthur Morgan. The game is based on the RAGE engine which features an insane amount of graphics fidelity but also requires much power to run maxed out. For this test, we set the graphics settings to Ultra with AA turned disabled.
Red Dead Redemption 2 (4K Maxed)
Wolfenstein: Youngblood
Wolfenstein is back in The New Colossus and features the most fast-paced, gory, and brutal FPS action ever! The game again puts us back in the Nazi-controlled world as BJ Blazkowicz. Set during an alternate future where Nazis won the World War, the game shows that it can be fun and can be brutal to the player and to the enemy too. Powering the new title is, once again, id Tech 6 which is much acclaimed after the success that DOOM has become. In a way, ID has regained its glorious FPS roots and is slaying with every new title.
Wolfenstein
Alan Wake 2
Alan Wake 2 sets you up in a horror thriller between two dimensions and lets you play better two different protagonists, Alan himself and Saga, who once again have to find a way to fix the darkness that erupted in Bright Falls.
Cyberpunk 2077 is an action role-playing video game developed by CD Projekt Red and published by CD Projekt. The story occurs in Night City, an open world in the Cyberpunk universe. Players assume the first-person perspective of a customizable mercenary known as V, who can acquire skills in hacking and machinery with options for melee and ranged combat. The game uses CD Projekt Red's in-house Red Engine, one of the most visually breathtaking and graphics-intensive engines designed to date.
Alan Wake 2 (Maxed Out / Rasterized)
Atomic Heart
Atomic Heart is set in an alternate universe where the Soviet Union achieved incredible technological breakthroughs thanks to Dr. Sechenov, who invented a liquid programmable module called Polymer that links robots in a so-called Kollektiv network.
Atomic Heart (Maxed)
Battlefield V
Battlefield V brings back the action of the World War 2 shooter genre. Using the latest Frostbite tech, the game does a good job of looking gorgeous in all ways possible. From the open-world environments to the intense and gun-blazing action, this multiplayer and single-player FPS title is one of the best-looking Battlefields to date.
Battlefield V (Maxed)
Baldur's Gate III
2023's GOTY is well-deserved its title. The creation from Larian Studios is a turn-based RPG with gorgeous interiors and exteriors shown through a bird's eye top-to-bottom view. You can sink in countless hours in the game and if you're a fan of the D&D playstyle, then this epic is just for you.
Baldurs Gate III (Maxed Out)
Cyberpunk 2077
Cyberpunk 2077 is an action role-playing video game developed by CD Projekt Red and published by CD Projekt. The story occurs in Night City, an open world in the Cyberpunk universe. Players assume the first-person perspective of a customizable mercenary known as V, who can acquire skills in hacking and machinery with options for melee and ranged combat. The game uses CD Projekt Red's in-house Red Engine, which is one of the most visually breathtaking and graphics-intensive engines designed to date.
Cyberpunk 2077 (Maxed Out)
Dead Space (Remake)
Remaking Dead Space was a bold choice but I would say that the team at EA Motive nailed every bit and piece of this horror classic. The remake makes the USG Ishimura twice as scarily beautiful. The gore, endless corridors of terror, and the void of space all look incredible while the game remains true to its core to the original Dead Space formula. Modern cards can run the game well but can also be demanding if you crank the settings to the max with ray tracing enabled.
Dead Space Remake (Ultra / No RT)
Death Stranding
Sam Porter Bridges has delivered one of PS4's most anticipated games to the PC community and opened a new world of possibilities. This was the first game to feature the Decima Engine on PC and unarguably did it the best. Death Stranding may not feature ray tracing effects, but it does showcase that DLSS can be used effectively even when RT isn't around. We tested this one just like in our launch coverage with DLSS enabled.
Death Stranding DLSS/FSR/XeSS (Quality)
Forza Horizon 5
Forza Horizon 5 carries on the open-world racing tradition of the Horizon series. The latest DX12-powered entry is beautifully crafted, amazingly well executed, and a great showcase of DX12 games. We use the benchmark run while having all the settings set to non-dynamic with an uncapped framerate to gather these results.
Forza Horizon 5
Halo Infinite (DX12 Highest)
Next up, we have the latest entry in the Halo franchise, Halo: Infinite, which uses the brand new Slipspace engine (although there are rumors it will be ditched in the future for Unreal Engine) based on the DX12 API. The game rocks some incredible environments for Master Chief to visit on the Halo ring.
Halo Infinite
Hitman III (DX12 Highest Settings)
Hitman III is the highly acclaimed sequel to the 2016 Hitman & 2018 Hitman II, a redesign and reimaging of the game from the ground up. With a focus on stealth gameplay through various missions, the game again lets you play as Agent 47. The game runs on the IO Interactive Glacier 2 engine which has been updated to deliver amazing visuals and environments on each level while using DirectX 12 API.
Hitman III
Metro Exodus
Metro Exodus continues Artyom's journey through Russia's nuclear wasteland and its surroundings. This time, you are set over the Metro, going through various regions and different environments. The game is one of the premier titles to feature NVIDIA’s RTX technology and does well in showcasing the ray-tracing effects in all corners.
Metro Exodus Extreme Preset
Resident Evil Village
Resident Evil Village is the latest in the horror franchise that was wonderfully rekindled with RE7 and onto the RE2 Remake. But now the RE Engine is back and better than ever with Ray Traced Reflections and Lighting that makes the world just come to life, unironically. The game was tested in the center of the village itself with all graphical settings maxed out and with raytracing enabled.
Resident Evil Village (Maxed)
Resident Evil IV Remake
The remake of the beloved and highly acclaimed Resident Evi IV is here, boasting the latest RE engine which adds stunning visuals and even better ray tracing effects, the game looks just as incredible as it plays.
Resident Evil 4 Remake (Maxed)
Starfield
Bethesda's latest RPG epic is set in space and takes place across a vast universe, filled with lots of planets to explore. Based on the latest iteration of the Creation Engine, Starfield offers a great amount of visual fidelity, whether you are exploring an abandoned base or just roaming a planet on which you just laid your foot.
Starfield (DirectX 12 / Max)
Crysis Remastered (DXVK RT)
Crysis is back with a vengeance to reclaim its title of the graphics crown. The remastered version of the game uses DX11 API but has Vulkan extensions on top which enable Vulkan Ray tracing. That's also something that the original game didn't offer. DXVK, along with improved textures and visual effects, leads to higher performance demand making us question once again "Can It Run Crysis?"
Crysis Remastered (4K Native RT SMAA2TX)
Doom Eternal
DOOM Eternal brings hell to earth with the Vulkan-powered IDTech 7. We test this game using the Ultra Nightmare Preset and follow our in-game benchmarking to stay as consistent as possible.
DOOM Eternal (Nightmare 4K / RT)
Alan Wake 2
Alan Wake 2 sets you up in a horror thriller that takes place between two dimensions and lets you play better two different protagonists, Alan himself and Saga, who once again have to find a way to fix the darkness that erupted in Bright Falls.
Alan Wake 2 (Max / PT / No Frame-Gen)
Alan Wake 2 (Max / PT / FSR/DLSS Frame-Gen)
Note - FSR Frame-Gen mod applied across all GPUs. DLSS 3.5 has been applied to RTX 50/40 GPUs.
Battlefield V
Battlefield V brings back the action of the World War 2 shooter genre. Using the latest Frostbite tech, the game does a good job of looking gorgeous in all ways possible. From the open-world environments to the intense and gun-blazing action, this multiplayer and single-player FPS title is one of the best-looking Battlefields to date.
Battlefield V Raytracing DLSS/FSR (Quality)
Cyberpunk 2077
Cyberpunk 2077 is an action role-playing video game developed by CD Projekt Red and published by CD Projekt. The story occurs in Night City, an open world in the Cyberpunk universe. Players assume the first-person perspective of a customizable mercenary known as V, who can acquire skills in hacking and machinery with options for melee and ranged combat. The game uses CD Projekt Red's in-house Red Engine, which is one of the most visually breathtaking and graphics-intensive engines designed to date.
Cyberpunk 2077 (Max / PT)
Cyberpunk 2077 (Max / PT / DLSS 3.5 / FSR 3)
Dead Space (Remake)
Remaking Dead Space was a bold choice but I would say that the team at EA Motive nailed every bit and piece of this horror classic. The remake makes the USG Ishimura twice as scarily beautiful. The gore, the endless corridors of terror, the void of space, all of it looks incredible while the game remains true to its core to the original Dead Space formula. Modern cards can run the game well but it can also be demanding if you crank the settings to the max with ray tracing enabled.
Dead Space Remake (Ultra RT / FSR2/DLSS2 Quality)
Hogwarts Legacy
Hogwarts Legacy, as the name suggests, is set in the world of Hogwarts and retains its landscape true to the books and the movies. The game looks visually stunning although it can be a total hog when running at the highest settings with all visual candy enabled.
Hogwarts Legacy (RT Ultra)
Shadow of The Tomb Raider
The sequel to Rise of the Tomb Raider, Shadow of The Tomb Raider is visually enhanced with an updated Foundation Engine that delivers realistic facial animations and the most gorgeous environments ever seen in a Tomb Raider Game. The game is a technical marvel and shows the power of its graphics engine in the latest title.
Shadow of The Tomb Raider Raytracing DLSS/FSR/XeSS (Quality)
Metro Exodus
Metro Exodus continues Artyom's journey through Russia's nuclear wasteland and its surroundings. This time, you are set over the Metro, going through various regions and different environments. The game is one of the premier titles to feature NVIDIA’s RTX technology and does well in showcasing the ray-tracing effects in all corners.
Metro Exodus Raytracing DLSS (Quality)
Resident Evil Village
Resident Evil Village is the latest in the horror franchise that was wonderfully rekindled with RE7 and onto the RE2 Remake. But now the RE Engine is back and better than ever with Ray Traced Reflections and Lighting that makes the world just come to life, unironically. The game was tested in the center of the village itself with all graphical settings maxed out and with raytracing enabled.
Resident Evil Village Raytracing (Maxed / RT High / FSR 2 Quality)
Resident Evil IV Remake
The remake of the beloved and highly acclaimed Resident Evi IV is here, boasting the latest RE engine which adds stunning visuals and even better ray tracing effects, the game looks just as incredible as it plays.
Resident Evil Village Remake (Maxed / RT High / FSR 2 Quality)
Stray (That Cat Game)
Stray is a 2022 adventure game developed by BlueTwelve Studio and published by Annapurna Interactive. The story follows a stray cat who falls into a walled city populated by robots, machines, and mutant bacteria, and sets out to return to the surface with the help of a drone companion, B-12. The game uses Unreal Engine 4, but DX12 Ray tracing can be enabled by adding the "-dx12" extension to the game.
Stray (Maxed With DXR)
To test DLSS 4, we were sent press builds which allowed us to enable Multi Frame Generation tech within the following titles. For now, we are focusing on the quality preset at 4K since you are getting over 200 FPS easily, so unless you want more FPS (240+ for high-refresh-rate 4K QD-OLED or standard gaming monitors), "Performance" and "Ultra Performance" modes don't make sense.
Cyberpunk 2077 (Quality Preset / Maxed PT)
Hogwarts Legacy (Quality Preset / Maxed RT)
Dragon Age Veilguard (Quality Preset / Maxed RT)
Alan Wake II (Quality Preset / Maxed RT)
No graphics card review is complete without evaluating its temperatures and thermal load. All of the graphics cards that we tested were running their default 'Performance' BIOS and the results are below:
Temperatures
I compiled the power consumption results by testing each card under idle and full stress when the card was running games. Each graphics card manufacturer sets a default TDP for the card which can vary from vendor to vendor depending on the extra clocks or board features they plugin on their custom cards. The default TDP for the RTX 5080 is rated at 360W.
Power Consumption
Palit's GeForce RTX 5080 GameRock OC is a phenomenal graphics card, offering great performance and a spectacular design. The RTX 5080 is an enthusiast-level graphics card and Palit takes things a notch higher with a 2730 MHz boost clock out of the box as part of its OC design. This offers a 4.3% clock bump leading to a nice uplift in games but the Palit GameRock OC also offers some awesome overclocking capabilities, delivering anywhere 5-15% boost in games. This leads to the card often outperforming the RTX 4090. The power consumption can reach close to 400W when overclocking the graphics card.
Things we liked about the Palit GeForce RTX 5080 GameRock OC:
- Lots of gaming performance for 4K
- Efficient and only 15W difference vs 4080
- Great Overclocking Capabilities (GameRock OC)
- Built For 4K 240Hz gaming monitors
- Designed With Next-Gen Neural Rendering
- Good Raster & RT Improvement
- Next-Gen Blackwell Architecture With Several AI Additions
- 30 Gbps GDDR7 Memory
- DLSS4 Offers Better Image Quality
- DLSS4 MFG Offers 4x FPS Boost
- GameRock gets a nice Chameleon design on the front
- RGB illumination gives that premium bling look
- Overclocked out of the box
- Cooling Performance is Superb
- Very low noise output with 0db operation
- Next-Gen Video Encode/Decode Engines
- DP2.1b (UHBR20) support
- PCIe Express 5.0 technology
The card being a performance juggernaut also means that it will require some hefty cooling and Palit is outfitting its GameRock designs with a massive cooler that comes with a high-end vapor chamber. This cooler offered us temps close to 60C which are very nice and to top it all up, the graphics card comes with a dual BIOS option which users can configure if they want the full performance or go for a quieter experience. The card is a beast though and requires 3.5 slots worth of space for proper installation.
Things we would have liked about the Palit GeForce RTX 5080 GameRock OC:
- Performance not being a huge uplift versus 4080/4080 SUPER
- Clearer pricing information
- Not that big of a graphics card
- GDDR7 Memory runs hot
- A bigger memory capacity (still 16 GB)
- A few games with Neural Shaders at launch
The design of the new RTX 50 GameRock series from Palit is stunning with its wavy and reflective pattern on the front that fills up nicely with RGB illumination and a "GameRock" logo on the side which is also lit up by RGB. All of this custom modification comes at a cost and while Palit hasn't provided a final pricing for the GameRock OC variant, it should end up close to $1250-$1300 US which is a hefty premium over the $999 US MSRP. To make matters worse, we don't know when the card will be available in stock due to the ongoing supply issues.
But despite that, the NVIDIA GeForce RTX 5080 sits comfortably in its own space as a high-end solution with little to no competition to worry about for the time being. If you can find a card close to $999 US, it is a strong solution for gaming and even AI needs. The Palit GameRock OC gets a plus from us due to its impressive design, great cooling, and strong overclocking capabilities.