GPU Fill Rate Calculator

🖥 GPU Fill Rate Calculator

Estimate pixel fill rate from ROPs, texture fill rate from TMUs, rendered pixel demand from resolution and refresh rate, and the bottleneck margin left for overdraw, AA, post-processing, and game effects.

🎮GPU architecture presets
Architecture model: Pixel fill rate is ROPs x clock. Texture fill rate is TMUs x clock. Real games also depend on shaders, cache, memory bandwidth, compression, API behavior, and engine choices.
112
Render output units
224
Texture mapping units
2475 MHz
Core clock used
3.69 MP
Active display pixels
ROPs, TMUs, clock, and display demand
ROPs drive theoretical pixel write throughput.
TMUs drive theoretical texel sampling throughput.
Use boost/game clock for a best-case estimate.
Accounts for cache misses, blending, shaders, and scheduling overhead.
Sets active pixels before render scale and overdraw.
Higher refresh multiplies pixel and texture demand.
Used when resolution preset is custom.
Used when resolution preset is custom.
DLSS/FSR quality lowers internal pixels; supersampling raises them.
Transparent effects, particles, UI, and deferred passes add writes.
Modern TAA is light; MSAA can multiply edge/sample load.
Texture-heavy materials, anisotropic filtering, and post passes raise this.
Fill Rate Result
Pixel fill rate
277.2
GPixel/s theoretical
Texture fill rate
554.4
GTexel/s theoretical
Render demand
1.04
GPixel/s active workload
Bottleneck margin
High
pixel and texture headroom
Calculation breakdown
📊Comparison grid
Active scanout
0.61 Gpix/s

Resolution times refresh before render scale, overdraw, AA, or extra passes.

Mode2560 x 1440 @ 165
Usable pixel margin
20820%

Uses the efficiency-adjusted ROP estimate against the modeled pixel workload.

Usable texture margin
5200%

Compares TMU throughput against estimated texture samples per rendered pixel.

Likely limiter
None

This setup has wide fill-rate headroom in the current model.

Target30%+ spare
📘Fill rate reference tables
GPU architecture preset assumptions
PresetROPsTMUsClockPixel fillTexture fill
RTX 40901765122520 MHz443.5 GPixel/s1290.2 GTexel/s
RTX 4080 Super1123202550 MHz285.6 GPixel/s816.0 GTexel/s
RTX 4070 Super802242475 MHz198.0 GPixel/s554.4 GTexel/s
RX 7900 XTX1923842500 MHz480.0 GPixel/s960.0 GTexel/s
RX 7800 XT962402430 MHz233.3 GPixel/s583.2 GTexel/s
Arc A7701282562100 MHz268.8 GPixel/s537.6 GTexel/s

Preset values are practical planning assumptions. Board BIOS, boost behavior, drivers, and game engines can shift real throughput.

Active pixel demand by display mode
ModePixels60 Hz144 Hz240 Hz
1920 x 10802.07 MP0.12 Gpix/s0.30 Gpix/s0.50 Gpix/s
2560 x 14403.69 MP0.22 Gpix/s0.53 Gpix/s0.88 Gpix/s
3440 x 14404.95 MP0.30 Gpix/s0.71 Gpix/s1.19 Gpix/s
3840 x 21608.29 MP0.50 Gpix/s1.19 Gpix/s1.99 Gpix/s
7680 x 432033.18 MP1.99 Gpix/s4.78 Gpix/s7.96 Gpix/s

This is only active scanout. Render scale, overdraw, AA, blending, and post-processing can multiply it.

Workload multipliers to watch
FeatureTypical multiplierWhy it matters
Render scale 150%2.25x pixelsPixel area scales by width and height.
Average overdraw 2.02.0x writesParticles, foliage, transparencies, UI, and passes stack up.
4x MSAAup to 4.0x samplesEdges and depth/color samples can raise ROP pressure.
16x anisotropic texturesmore texelsTexture filtering can push TMU demand more than pixel demand.
Deferred or post stack1.2x to 3.0xG-buffers, bloom, TAA, SSR, and upscalers add passes.
Bottleneck margin guide
Lowest marginReadingAction
100%+Very comfortableFill rate is unlikely to be the main limiter.
30% to 100%Healthy headroomGood target for variable scenes and driver overhead.
10% to 30%TightWatch heavy transparency, MSAA, supersampling, and high refresh.
0% to 10%At riskReduce scale, AA, particle density, or refresh target.
Below 0%Modeled bottleneckThe fill-rate model predicts demand above usable capacity.
💡Fill rate tips
Tip: Pixel fill rate matters most when resolution, render scale, overdraw, MSAA, blending, or post-process passes are high. If the pixel margin is tight, lower internal resolution or heavy transparency first.
Tip: Texture fill rate matters most when materials sample many maps per pixel. If the texture margin is tight, lower anisotropic filtering, texture-heavy effects, or material quality before blaming ROPs.

When you get a shiny new graphics card with promises of silky-smooth frame rates, it stutters in today’s games even though your CPU is sitting there idling away. That kind of frustration are the result of not understanding where a GPU’s bottlenecks lie. Folks tend to think about core count and memory bandwidth while overlooking something called fill rate. It’s an old metric, right? Wrong. Fill rate isn’t dead. It’s a hard limit based off physics, which will cap performance at higher refresh rates and resolutions no matter how fast your shaders is running. Knowing this can help you tune accordingly when you’re experiencing low frames.

Pixel fill rate is clock speed multiplied by render output units. Likewise, texture fill rate is clock speed times texture mapping units. These are maximums, how many colors can be written to the screen and how many textures can be sampled from memory in one second. If you input your own architecture specs into the calculator above, it do all this math for you and spares you from having to track gigapixels per second. It converts the raw specs into something useful which shows how much your GPU might struggle to keep up with today’s engines.

Why Fill Rate Matters for Your GPU

These multipliers, which boost demand, get ignored by most gamers. “You look at 1440p and it’s a grid of pixels, what’s the big deal?” Yet few games draws just one pass per frame. Many games write multiple times into same pixel area because they have transparency, such as glass or foliage. That’s called overdraw. Your average may be two layer of overdraw. That’s double the pixel pressure on your render output units. Then anti-aliasing adds to the strain. Multi-sample anti-aliasing can quadruple or octuple the sampling load (depending on the setting). Switch from temporal AA to heavy multisampling and your card that worked fine with temporal AA could of choke. The tool has reference tables showing how layer counts and render scale move the bottleneck.

Finally, there’s the added complication of texture sampling which tends to be overlooked. Today’s materials are insanely complex. They don’t just sample one or two textures but multiple ones like normal maps, specular highlights, ambient occlusion, and roughness maps, all in the same pass. When combined with high-resolution anisotropic filtering, the number of texture samples per pixel called for by a shader can skyrocket, demanding far more from your texture units. While different than pixel fill pressure, it’s also restrictive. Perhaps your GPU has ample space to draw pixels but lacks the bandwidth to fetch the corresponding texels. The margin calculation includes this too. It checks your TMU throughput versus the expected number of samples per pixel to provide its own health check on texture bandwidth.

Finally, there’s the efficiency slider in the tool. Because reality isn’t theoretical, there are scheduling overheads, memory latency, cache misses, etc., no GPU run at its theoretical max. For a realistic view, you should set efficiency to around 80 percent. Adjusting it to reflect about 80 percent of theoretical max provides a more realistic representation of what you can use from your GPU instead of some best case scenario number churned out by marketers. It’s important so you don’t get surprised by a bottleneck. If your calculation puts you on the edge even with conservative efficiency assumptions, then you’ll know that turning off some heavy effect or reducing your resolution will make a noticeable difference.

In practice, fill rate is basically a budget. Each frame has a certain number of pixels and textures it can push out, and those visual things consumes this at an alarming rate. Technologies such as DLSS help extend this budget by lowering the resolution internally before scaling it back up to its final size. However, this doesn’t alter the underlying physics. Once you get a feel for where your particular GPU lies on the spectrum, you’ll stop guessing about performance fluctuations and begin to make educated trade-offs. This isn’t about waiting on technology to play catch-up to expectation; it’s about spending your fill rate wisely.

GPU Fill Rate Calculator

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