Teraflops Calculator for GPUs and Consoles

🖥 Teraflops Calculator

Calculate theoretical and practical GPU compute from shader cores, clock speed, boost behavior, FP32 or FP16 math mode, operations per cycle, workload efficiency, and console or GPU presets.

🎮GPU and console presets
Formula: TFLOPS = shader cores x clock GHz x operations per cycle / 1000. Efficiency estimates practical sustained compute, not game FPS.
3584
Shader cores
1777 MHz
Effective clock
FP32
Math mode
Midrange
Compute class
Compute inputs
Used only for the result label and comparison cards.
Enter the advertised shader lane count for the GPU.
Use this for sustained console or laptop clocks.
Desktop GPUs often quote peak boost for marketing TFLOPS.
Average is useful when boost is not always sustained.
Set clock selection to manual for measured telemetry.
FP32 FMA is usually 2 operations per cycle.
Only count FP16 uplift when the workload actually uses packed half precision.
Leave at 1 unless modeling tensor-like, packed, or reduced-rate paths.
Accounts for occupancy, memory stalls, power limits, driver overhead, and game mix.
Shows relative raw compute against a familiar device.
Optional efficiency-per-watt estimate for laptops, consoles, and desktops.
Custom GPU compute estimate
Theoretical compute
12.74
FP32 TFLOPS at boost
Practical compute
9.55
after efficiency setting
Vs comparison target
100%
of RTX 3060 FP32
Compute density
0.075
TFLOPS per watt
Formula breakdown
Effective clock1777 MHz = 1.777 GHz
Raw operation rate3584 cores x 1.777 GHz x 2 ops = 12,740 GFLOPS
Precision multiplierFP32 multiplier 1.00x
Efficiency adjustment12.74 x 75% = 9.55 practical TFLOPS
InterpretationMidrange raw compute; compare memory bandwidth and architecture too.
📊Comparison grid
Console baseline
124%

Relative to PlayStation 5 raw FP32 compute.

Target10.28 TFLOPS
Desktop midrange
100%

Relative to RTX 3060-class FP32 compute.

Target12.74 TFLOPS
Modern high end
36%

Relative to RTX 4070 Super raw FP32 compute.

Target35.48 TFLOPS
Flagship class
15%

Relative to RTX 4090 raw FP32 compute.

Target82.58 TFLOPS
📘FLOPS and GPU reference tables
FLOPS unit conversion
UnitOperations per secondIn TFLOPS
GFLOPS1 billion0.001
TFLOPS1 trillion1
PFLOPS1 quadrillion1000
1 TFLOP1,000 GFLOPS1

Marketing GPU compute is usually peak theoretical FP32 unless stated otherwise.

Precision mode reference
ModeTypical multiplierCommon use
FP321.0xGames, graphics shaders, general compute
FP16 packed2.0xAI effects, image processing, mobile/console optimizations
FP16 same-rate1.0xHardware without packed half-rate uplift
Tensor/MatrixCustomAI math units, not directly comparable to shader TFLOPS

FP16 numbers should not be compared directly with FP32 game performance.

Console and handheld reference
DeviceCores / CUsClockFP32 TFLOPS
Steam Deck GPU512 shaders / 8 CUs1600 MHz1.64
Xbox Series S1280 shaders / 20 CUs1565 MHz4.01
PlayStation 52304 shaders / 36 CUs2233 MHz10.28
Xbox Series X3328 shaders / 52 CUs1825 MHz12.15
PC GPU rough reference
GPUCoresClock usedFP32 TFLOPS
Radeon RX 660017922491 MHz8.93
GeForce RTX 306035841777 MHz12.74
Radeon RX 7800 XT38402430 MHz18.66
GeForce RTX 4070 Super71682475 MHz35.48
Radeon RX 7900 XTX61442499 MHz30.71 or 61.42 dual-issue
GeForce RTX 4090163842520 MHz82.58

AMD RDNA 3 can quote higher FP32 with dual-issue conditions; real game scaling varies.

How to read TFLOPS versus game performance
FactorWhy it mattersWhat to compare next
Memory bandwidthShaders can idle if textures, buffers, or frame data arrive too slowly.GB/s, cache size, bus width, VRAM speed
ArchitectureDifferent GPUs do more or less work per FLOP in real engines.Benchmarks from the same game and settings
Clock behaviorThermals and power limits decide whether boost is sustained.Telemetry clock, power draw, fan and temperature logs
Specialized unitsRay tracing, tensor, AI, video, and geometry blocks are not captured by shader TFLOPS.RT cores, tensor throughput, media engines, mesh shader support
💡Two quick tips
Tip: For a realistic gaming number, use a measured sustained clock and set efficiency between 60% and 85% instead of relying only on peak boost.
Tip: Compare TFLOPS only inside the same precision mode. FP16, tensor, sparse, and dual-issue figures can make two GPUs look closer or farther apart than real games show.

Your frame rate counter probably won’t match what’s stamped on box. We’ve all been trained to look at teraflops like they’re some sort of direct indicator of graphical quality, but the truth is a lot messier then you could sum up in a single headline figure. A raw compute metric indicate how many floating point operations a processor can tries to do per second. It doesn’t tell you anything about its ability to render a scene with complex texture loading and lighting, which are the silent killer of theoretical performance.

This calculator will help close the gap by allowing you to dial in clock behavior and efficiency. Clock speed and shader cores is what it starts with. Take those two numbers, multiply them together, add in the operations per cycle and you have the theoretical maximum in terms of what card can do…in theory. That’s a limit found primarily on marketing teams’ spreadsheets.

Why Teraflops Do Not Show True Gaming Speed

The reality is the GPU doesn’t spend a lot of time at peak boost in any game due to power limits engaging as well as thermals kicking in, so the clock drops off. That is why choosing an effective clock instead of simply a boost clock is so important. Use an average or a measured sustained clock and now you has something closer to reality of what will occur over the course of a half hour or more of gaming.

The next thing that gets confusing is precision question. For graphics workloads, the standard is single precision floating point arithmetic (FP32 math). It can handles the complex calculations required for things like geometry, lighting and physics with high accuracy. You may be able to turn the tool into tensor mode, or FP16, and find that the TFLOPS number doubles or triples. But that doesn’t necessarily translate in running your game twice as fast.

The lower precision modes is intended for image processing, or other artificial intelligence type tasks where small amounts of numerical error are tolerable. They’re really only effective when a workload has been specifically tuned to use half precision math. That’s why the page lays it all out in a reference table, illustrating what types of real world uses correspond to each precision mode.

The last and greatest factor is efficiency. In no game does any GPU reaches full utilization. Some games are memory bound, their shaders aren’t crunching numbers because they’re waiting on data from VRAM. Other games simply have poor engine efficiency or suffer from driver overhead. An efficiency percentage of roughly 70 to 80 percent takes those real world bottlenecks into account. It makes that shiny theoretical number a practical one.

It’s also this adjustment that helps explain how two similarly specced GPUs with the same TFLOPS score can do drastically different things in the same game. Perhaps it has greater memory bandwidth, or perhaps it has better cache architecture; whatever it is, it allow the cores to stay fed with data more consistantly.

That said, how do you know what to compare your number against? To another card? To a console? A few teraflops from a handheld will look just fine on a tiny screen at 720p. But a desktop’s best model throws dozens of them at 4K resolution; they need a lot more raw throughput to achieve equivalent frame rates. The comparison grid should help put things into perspective.

Did you buy enough compute headroom to get further into games down the road? Or did you max out on your return on investment and reach less value for every extra dollar spent? It’s also a way to understand your way around the variables. Suddenly hardware isn’t about chasing the biggest number, it’s about how many can be delivered in real world under load.

It’s not as complicated as the raw math, but it takes some care to apply. Once you get used to real world efficiency and sustained clock adjustments, then the teraflop count stops being a trap for marketers and becomes a useful tool. Strip away the peak potential and look at the sustained reality. Then, the numbers begin to make sense.

Teraflops Calculator for GPUs and Consoles

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