MSI GeForce RTX 4080 SUPRIM X represents the very best in custom-design graphics cards from MSI. The company created the SUPRIM line of graphics cards to lead its product-stack with the highest-quality materials, meeting its best industrial design. This is MSI's attempt at beating the NVIDIA Founders Edition in aesthetics. The RTX 4080 SUPRIM X is the company's fastest air-cooled RTX 4080 card, there will be a liquid-cooled RTX 4080 SUPRIM Liquid X in the lineup, too.
The GeForce RTX 4080 is designed to help NVIDIA consolidate in the high-end gaming graphics card segment, and has the same design goals as the RTX 4090—to give you a graphics card that can play any of the AAA game titles at 4K Ultra HD, with maxed out settings, and ray tracing added to the mix. The DLSS 3 frame-generation feature nearly doubles frame-rates, and should add a heap of future-proofing to this card.
The GeForce RTX 4080 is based on the new AD103 "Ada Lovelace" silicon, which is smaller than the massive AD102 on which the RTX 4090 is based, although larger than the AD104 on which performance-segment SKUs from the 70-series will be based, including the now-cancelled RTX 4080 12 GB, which was "unlaunched" due to branding problems.
The RTX 4080 is endowed with 9,728 CUDA cores across 76 streaming multiprocessors, 304 Tensor cores, 76 RT cores, and 112 ROPs. The card comes with 16 GB of memory, which is higher than the 10 GB or 12 GB that the RTX 3080 came with, but across a narrower 256-bit wide GDDR6X memory bus (done to reduce the number of memory chips to 8). The bandwidth shortfall is contained by using faster 22.4 Gbps memory chips, and deploying much larger on-die caches to speed up the memory sub-system.
The MSI RTX 4080 SUPRIM X features a rich-looking silvery, brushed-aluminium finish on both the cooler shroud and backplate, with a well-appointed RGB lighting setup that doesn't shout too loudly. It also uses premium components and thermal interface materials on the PCB and cooling solution. This card also features the company's highest grade of factory-overclocking for the RTX 4080, with the GPU running at 2.625 GHz, compared to 2.50 GHz reference. MSI is pricing the card at $1,380, which is surprisingly reasonable, considering the pricing of the six other custom-design cards we're reviewing today.
NVIDIA GeForce RTX 4080 Market Segment Analysis
Price
Cores
ROPs
Core Clock
Boost Clock
Memory Clock
GPU
Transistors
Memory
RTX 2080
$380
2944
64
1515 MHz
1710 MHz
1750 MHz
TU104
13600M
8 GB, GDDR6, 256-bit
RTX 3060 Ti
$410
4864
80
1410 MHz
1665 MHz
1750 MHz
GA104
17400M
8 GB, GDDR6, 256-bit
RX 6700 XT
$360
2560
64
2424 MHz
2581 MHz
2000 MHz
Navi 22
17200M
12 GB, GDDR6, 192-bit
RX 6750 XT
$470
2560
64
2495 MHz
2600 MHz
2250 MHz
Navi 22
17200M
12 GB, GDDR6, 192-bit
RTX 2080 Ti
$600
4352
88
1350 MHz
1545 MHz
1750 MHz
TU102
18600M
11 GB, GDDR6, 352-bit
RTX 3070
$500
5888
96
1500 MHz
1725 MHz
1750 MHz
GA104
17400M
8 GB, GDDR6, 256-bit
RTX 3070 Ti
$600
6144
96
1575 MHz
1770 MHz
1188 MHz
GA104
17400M
8 GB, GDDR6X, 256-bit
RX 6800
$580
3840
96
1815 MHz
2105 MHz
2000 MHz
Navi 21
26800M
16 GB, GDDR6, 256-bit
RX 6800 XT
$530
4608
128
2015 MHz
2250 MHz
2000 MHz
Navi 21
26800M
16 GB, GDDR6, 256-bit
RTX 3080
$660
8704
96
1440 MHz
1710 MHz
1188 MHz
GA102
28000M
10 GB, GDDR6X, 320-bit
RTX 3080 Ti
$950
10240
112
1365 MHz
1665 MHz
1188 MHz
GA102
28000M
12 GB, GDDR6X, 384-bit
RX 6900 XT
$650
5120
128
2015 MHz
2250 MHz
2000 MHz
Navi 21
26800M
16 GB, GDDR6, 256-bit
RX 6950 XT
$800
5120
128
2100 MHz
2310 MHz
2250 MHz
Navi 21
26800M
16 GB, GDDR6, 256-bit
RTX 3090
$900
10496
112
1395 MHz
1695 MHz
1219 MHz
GA102
28000M
24 GB, GDDR6X, 384-bit
RX 7900 XT
$900
5376
192
2000 MHz
2400 MHz
2500 MHz
Navi 31
58000M
20 GB, GDDR6, 320-bit
RTX 3090 Ti
$1400
10752
112
1560 MHz
1950 MHz
1313 MHz
GA102
28000M
24 GB, GDDR6X, 384-bit
RX 7900 XTX
$1000
6144
192
2300 MHz
2505 MHz
2500 MHz
Navi 31
58000M
24 GB, GDDR6, 384-bit
RTX 4080
$1200
9728
112
2205 MHz
2505 MHz
1400 MHz
AD103
45900M
16 GB, GDDR6X, 256-bit
MSI RTX 4080 Suprim X
$1380
9728
112
2205 MHz
2625 MHz
1400 MHz
AD103
45900M
16 GB, GDDR6X, 256-bit
RTX 4090
$2400
16384
176
2235 MHz
2520 MHz
1313 MHz
AD102
76300M
24 GB, GDDR6X, 384-bit
Architecture
The Ada graphics architecture heralds the third generation of the NVIDIA RTX technology, an effort toward increasing the realism in 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 heralds 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 leverages the TSMC 5 nm EUV foundry process to increase transistor counts. At the heart of the RTX 4080 is the new AD103 silicon, which has a reasonably large transistor count of 45.9 billion, which is still nearly 60% higher than that of the previous-generation flagship GA102. The GPU features a PCI-Express 4.0 x16 host interface, and a 256-bit wide GDDR6X memory bus, which on the RTX 4080 wires out to 16 GB of memory. With NVIDIA cancelling the 12 GB variant, this is the only RTX 4080 there is, for now. The Optical Flow Accelerator (OFA) is an independent top-level component. The chip features two NVENC and one NVDEC units in the GeForce RTX 40-series.
The essential component hierarchy is similar to past generations of NVIDIA GPUs. The AD103 silicon features 7 Graphics Processing Clusters (GPCs), each of these has all the SIMD and graphics rendering machinery, and is a small GPU in its own right. Each GPC shares a raster engine (geometry processing components) and two ROP partitions (each with eight ROP units). The GPC of the AD102 contains six Texture Processing Clusters (TPCs), the main number-crunching machinery. 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. There are 12 SM per GPC, so 1,536 CUDA cores, 48 Tensor cores, and 12 RT cores; per GPC. There are seven such GPCs, which add up to 10,240 CUDA cores, 320 TMUs, 320 Tensor Cores, 80 RT cores. Each GPC contributes 16 ROPs, so there are 112 ROPs on the silicon. NVIDIA carved the RTX 4080 out of the AD103 by disabling four SMs.
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 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 (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 introduces a revolutionary new feature that promises a doubling in frame-rate at comparable quality, it's called AI frame-generation. While it has all the features of 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. 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 frame-times with DLSS 3 are at an acceptable level, and a render-queue doesn't confuse the upscaler. 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
The Card
With the Suprim X, MSI has created a stylish elegant design that uses shiny metal surfaces of various texture, polish and color to create a unique product look. On the other side you'll find a high-quality metal backplate.
MSI has integrated three RGB illuminated elements in the front fans, one lighting element near the top, and one illuminated zone for the Suprim logo on the back.
Dimensions of the card are 34.0 x 14.0 cm, and it weighs 2373 g.
Installation requires three slots in your system.
Display connectivity includes three standard DisplayPort 1.4a ports and one HDMI 2.1a (same as Ampere).
NVIDIA introduced the concept of dual NVDEC and NVENC Codecs with the Ada 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.
The card uses the new 12+4 pin ATX 12VHPWR connector, which is rated for up to 600 W of power draw. An adapter cable from 3x PCIe 8-pin is included (which is rated for up to 450 W). Of course the 4x 8-pin to 16-pin adapter cables from RTX 4090 will also work with the RTX 4080, but the card won't need that much power.
This BIOS switch lets you toggle from the default quiet BIOS to the gaming BIOS, which runs a more aggressive fan curve.
Teardown
MSI's thermal solution is big and powerful. A vapor-chamber soaks up heat from the GPU quickly and moves it through ten heatpipes to the heatsink. The main heatsink also provides cooling for the VRM and memory chips.
Once the main cooler assembly is removed, a metal frame becomes visible, which helps protect against bending and sagging.
The backplate is made of metal and protects the card against damage during installation and handling.
High-resolution PCB Pictures
These pictures are for the convenience of volt modders and people who would like to see all the finer details on the PCB. Feel free to link back to us and use these in your articles, videos or forum posts.
High-resolution versions are also available (front, back).
Circuit Board (PCB) Analysis
GPU voltage is a 18-phase design, managed by a UPI uP9512R controller.
OnSemi NCP302150 DrMOS components are used for GPU voltage; they are rated for 50 A of current each.
Memory voltage is a three-phase design, managed by a uPI uP9529Q controller.
For memory, OnSemi NCP3102150 DrMOS with a 50 A rating are used, too.
The GDDR6X memory chips are made by Micron and carry the model number D8BZF, which decodes to MT61K512M32KPA-24. They are specified to run at 1500 MHz (24 Gbps effective).
NVIDIA's AD103 graphics processor is the company's second Ada Lovelace GPU. It is built using a 5 nanometer process at TSMC Taiwan, with a transistor count of 45.9 billion and a die size of 379 mm².