Articulo de referencia

Lista de unidades de procesamiento gráfico de AMD

A continuación se presenta una lista con información general sobre las GPU y otras tarjetas de video fabricadas por AMD , incluidas las fabricadas por ATI Technologies antes de ...

A continuación se presenta una lista con información general sobre las GPU y otras tarjetas de video fabricadas por AMD , incluidas las fabricadas por ATI Technologies antes de 2006, basada en las especificaciones oficiales presentadas en formato de tabla.

Explicaciones de campo

Los encabezados de la tabla que aparece a continuación describen lo siguiente:

  • Modelo : Nombre comercial de la GPU asignado por AMD / ATI . Cabe destacar que las marcas comerciales de ATI han sido sustituidas por las de AMD a partir de la serie Radeon HD 6000 para ordenadores de sobremesa y la serie AMD FirePro para tarjetas gráficas profesionales.
  • Nombre en clave : el nombre en clave interno de ingeniería para la GPU.
  • Lanzamiento : fecha de lanzamiento de la GPU.
  • Arquitectura : La microarquitectura utilizada por la GPU.
  • Fab – Proceso de fabricación. Tamaño promedio de las características de los componentes de la GPU.
  • Transistores : Número de transistores en el chip.
  • Tamaño de la matriz : superficie física de la matriz.
  • Configuración principal : la estructura del pipeline gráfico, en términos de unidades funcionales.
  • Reloj del núcleo : la frecuencia base de referencia y la frecuencia de impulso (si está disponible) del reloj del núcleo.
  • tasa de llenado
    • Píxel : la velocidad a la que los operadores de trama pueden renderizar píxeles en una pantalla. Se mide en píxeles/s.
    • Textura : la velocidad a la que las unidades de mapeo de texturas pueden asignar texturas a una malla poligonal. Se mide en texeles/s.
  • Actuación
    • Operaciones de sombreado : Cantidad de operaciones que pueden realizar los sombreadores de píxeles (o sombreadores unificados en Direct3D 10 y GPU más recientes). Se mide en operaciones/s.
    • Operaciones de vértice : Cantidad de operaciones geométricas que se pueden procesar en los sombreadores de vértice en un segundo (solo aplicable a Direct3D 9.0c y GPU anteriores). Se mide en vértices/s.
  • Memoria
    • Tipo de bus : tipo de bus de memoria utilizado.
    • Ancho del bus : ancho máximo de bits del bus de memoria utilizado.
    • Tamaño – Tamaño de la memoria gráfica.
    • Reloj – La frecuencia del reloj de memoria de referencia .
    • Ancho de banda : Ancho de banda máximo teórico de la memoria en función del tipo y el ancho del bus.
  • TDP ( Potencia de diseño térmico ) : Cantidad máxima de calor generada por el chip de la GPU, medida en vatios.
  • TBP (Potencia típica de la placa) : Potencia típica consumida por la placa completa, incluyendo la potencia del chip GPU y los equipos periféricos, como el módulo regulador de voltaje , la memoria, los ventiladores, etc., medida en vatios.
  • Interfaz de bus : bus mediante el cual el procesador gráfico se conecta al sistema (normalmente una ranura de expansión, como PCI , AGP o PCIe ).
  • Compatibilidad con API : API de renderizado y computación compatibles con la GPU y el controlador.

Debido a que las convenciones cambian con el tiempo, algunas definiciones numéricas, como la configuración del núcleo, la frecuencia del núcleo, el rendimiento y la memoria, no deben compararse directamente entre generaciones. Las siguientes tablas son solo de referencia y no reflejan el rendimiento real.

aceleración del códec de vídeo

Descripción general de las características

La siguiente tabla muestra las características de las GPU de AMD / ATI .

  1. La serie Radeon R100 tiene sombreadores de píxeles programables, pero no cumplen totalmente con DirectX 8 ni con Pixel Shader 1.0. Consulte el artículo sobre los sombreadores de píxeles de la R100 .
  2. Las tarjetas basadas en R300, R400 y R500 no cumplen completamente con OpenGL 2+ ya que el hardware no admite todos los tipos de texturas que no son potencias de dos (NPOT).
  3. 1 2 La compatibilidad con OpenGL 4+ requiere la compatibilidad con sombreadores FP64 y estos se emulan en algunos chips TeraScale utilizando hardware de 32 bits.
  4. La compatibilidad con Vulkan es teóricamente posible, pero no se ha implementado en un controlador estable.
  5. La compatibilidad con Vulkan en Linux depende del controlador del kernel AMDgpu; el controlador radeon no es compatible con Vulkan.
  6. 1 2 3 El UVD y el VCE fueron reemplazados por el ASIC Video Core Next (VCN) en laimplementación de Vega de la APU de Raven Ridge .
  7. Procesamiento de vídeo para la técnica de interpolación de la velocidad de fotogramas. En Windows funciona como un filtro DirectShow en el reproductor. En Linux, no hay soporte por parte de los controladores ni de la comunidad.
  8. 1 2 Para reproducir contenido de vídeo protegido, también se requiere compatibilidad con tarjeta gráfica, sistema operativo, controlador y aplicación. Además, se necesita una pantalla compatible con HDCP. HDCP es obligatorio para la salida de ciertos formatos de audio, lo que impone restricciones adicionales a la configuración multimedia.
  9. Es posible que se admitan más pantallas con conexiones DisplayPort nativas , o bien dividiendo la resolución máxima entre varios monitores con convertidores activos.
  10. 1 2 DRM ( Direct Rendering Manager ) es un componente del kernel de Linux. AMDgpu es el módulo del kernel de Linux. La compatibilidad en esta tabla se refiere a la versión más reciente.

Descripción general de la API

La siguiente tabla muestra la compatibilidad con las API de gráficos y computación en las microarquitecturas de GPU de ATI/AMD. Tenga en cuenta que una serie de productos puede incluir chips de generaciones anteriores.

  1. La serie Radeon 7000 tiene sombreadores de píxeles programables, pero no cumplen totalmente con DirectX 8 ni con Pixel Shader 1.0. Consulte el artículo sobre los sombreadores de píxeles de la R100 .
  2. Estas series no cumplen completamente con OpenGL 2+ ya que el hardware no admite todos los tipos de texturas que no son potencias de dos (NPOT).
  3. La compatibilidad con OpenGL 4+ requiere la compatibilidad con sombreadores FP64, los cuales se emulan en algunos chips TeraScale mediante hardware de 32 bits.

[ 36 ] [ 37 ] [ 38 ]

GPU de escritorio

Serie Maravilla

Serie Mach

Serie Rage

1 Pipelines de píxeles  : sombreadores de vértices  : unidades de mapeo de texturas  : unidades de salida de renderizado 2 OpenGL 1.0 (2D genérico) se proporciona a través de implementaciones de software.

Serie Radeon R100

  • Todos los modelos son compatibles con Direct3D 7.0 y OpenGL 1.3.
  • Las tarjetas R100 se lanzaron originalmente sin numeración, bajo los nombres de Radeon SDR, DDR, LE y VE; posteriormente, estos productos fueron "rebautizados" con sus nombres dentro del esquema de nomenclatura numerada, cuando se introdujo la serie Radeon 8000 .

1 Pipelines de píxeles  : sombreadores de vértices  : unidades de mapeo de texturas  : unidades de salida de renderizado A El primer número indica tarjetas con 32  MB de memoria. El segundo número indica tarjetas con 64  MB de memoria. B El primer número indica tarjetas OEM. El segundo número indica tarjetas Retail.

IGP (serie 3xx)

  • Todos los modelos se fabrican con un  proceso de fabricación de 180 nm.
  • Todos los modelos son compatibles con Direct3D 7.0 y OpenGL 1.3.
  • Basado en la Radeon VE

1. Pipelines de píxeles  : Shaders de vértices  : Unidades de mapeo de texturas  : Unidades de salida de renderizado

Serie Radeon R200

  • Todos los modelos se fabrican con un  proceso de fabricación de 150 nm.
  • Todos los modelos son compatibles con Direct3D 8.1 y OpenGL 1.4.

1. Shaders de píxeles  : Shaders de vértices  : Unidades de mapeo de texturas  : Unidades de salida de renderizado

IGP (serie 9000)

  • Todos los modelos se fabrican con un  proceso de fabricación de 150 nm.
  • Todos los modelos son compatibles con Direct3D 8.1 y OpenGL 1.4.
  • Basada en la Radeon 9200

1. Shaders de píxeles  : Shaders de vértices  : Unidades de mapeo de texturas  : Unidades de salida de renderizado

Serie Radeon R300

AGP (serie 9000, serie X1000)

  • Todos los modelos son compatibles con Direct3D 9.0 y OpenGL 2.0.
  • Todos los modelos utilizan una interfaz AGP 8x.

1 Shaders de píxeles  : Shaders de vértices  : Unidades de mapeo de texturas  : Unidades de salida de renderizado 2 La versión de 256 bits de la 9800  SE, cuando se desbloquea para pipelines de 8 píxeles con modificaciones de controladores de terceros, debería funcionar de forma similar a una 9800  Pro completa. [ 50 ]

PCIe (series X3xx, X5xx, X6xx, X1000)

  • Todos los modelos son compatibles con Direct3D 9.0 y OpenGL 2.0.
  • Todos los modelos utilizan una interfaz PCIe ×16.

1. Shaders de píxeles  : Shaders de vértices  : Unidades de mapeo de texturas  : Unidades de salida de renderizado

IGP (series X2xx y 11xx)

  • Todos los modelos son compatibles con Direct3D 9.0 y OpenGL 2.0.
  • Basado en la Radeon X300

1. Shaders de píxeles  : Shaders de vértices  : Unidades de mapeo de texturas  : Unidades de salida de renderizado

Serie Radeon R400

AGP (X7xx, X8xx)

  • Todos los modelos son compatibles con AGP
  • Todos los modelos son compatibles con Direct3D 9.0b y OpenGL 2.0.

1. Shaders de píxeles  : Shaders de vértices  : Unidades de mapeo de texturas  : Unidades de salida de renderizado

PCIe (series X5xx, X7xx, X8xx, X1000)

  • Todos los modelos son compatibles con PCIe ×16.
  • Todos los modelos son compatibles con Direct3D 9.0b y OpenGL 2.0.

1. Shaders de píxeles  : Shaders de vértices  : Unidades de mapeo de texturas  : Unidades de salida de renderizado

IGP (X12xx, 21xx)

  • Todos los modelos son compatibles con Direct3D 9.0b y OpenGL 2.0.
  • Basado en Radeon X700

Serie Radeon X1000

Cabe destacar que las tarjetas de la serie ATI X1000 (por ejemplo, la X1900) no cuentan con la función Vertex Texture Fetch, por lo que no cumplen completamente con el modelo VS 3.0. En su lugar, ofrecen una función denominada "Render to Vertex Buffer (R2VB)" que proporciona una funcionalidad alternativa a Vertex Texture Fetch.

1. Shaders de píxeles  : Shaders de vértices  : Unidades de mapeo de texturas  : Unidades de salida de renderizado

Serie Radeon HD 2000

Serie Radeon HD 3000

IGP (HD 3000)

  • Todos los modelos Radeon HD 3000 IGP son compatibles con Direct3D 10.0 y OpenGL 3.3.

1 Sombreadores unificados  : Unidades de mapeo de texturas  : Unidades de salida de renderizado 2 Las frecuencias de reloj pueden variar en diferentes escenarios de uso, ya que se implementa la tecnología AMD PowerPlay . Las frecuencias de reloj que se enumeran aquí se refieren a las especificaciones de reloj anunciadas oficialmente. 3 El puerto lateral es un bus de memoria dedicado. Se utiliza preferiblemente para un búfer de fotogramas .

Serie Todo Maravilla

1. Shaders de píxeles  : Shaders de vértices  : Unidades de mapeo de texturas  : Unidades de salida de renderizado 2. Shaders unificados  : Unidades de mapeo de texturas  : Unidades de salida de renderizado

Serie Radeon HD 4000

1 Sombreadores unificados  : Unidades de mapeo de texturas  : Unidades de salida de renderizado 2 La tasa de transferencia de datos efectiva de GDDR5 es cuatro veces su reloj nominal, en lugar de duplicarse como ocurre con otras memorias DDR. 3 El TDP son valores de TDP de diseño de referencia de AMD. Los diferentes diseños de placas no de referencia de los proveedores pueden generar ligeras variaciones en el TDP real. 4 Todos los modelos incluyen UVD2 y PowerPlay .

IGP (HD 4000)

  • Todos los modelos Radeon HD 4000 IGP son compatibles con Direct3D 10.1 y OpenGL 2.0 [ 52 ]

1 Sombreadores unificados  : Unidades de mapeo de texturas  : Unidades de salida de renderizado 2 Las frecuencias de reloj pueden variar en diferentes escenarios de uso, ya que se implementa la tecnología ATI PowerPlay . Las frecuencias de reloj que se enumeran aquí se refieren a las especificaciones de reloj anunciadas oficialmente. 3 El puerto lateral es un bus de memoria dedicado. Se utiliza preferiblemente para el búfer de fotogramas .

Serie Radeon HD 5000

  • La serie HD5000 es la última serie de GPU de AMD que admite dos monitores CRT analógicos con una sola tarjeta gráfica (es decir, con dos RAM-DAC).
  • Presentación de AMD Eyefinity .
  1. Shaders unificados  : Unidades de mapeo de texturas  : Unidades de salida de renderizado
  2. El TDP corresponde a los valores de TDP de diseño de referencia de AMD. Los diferentes diseños de placas base no de referencia de los fabricantes pueden generar ligeras variaciones en el TDP real.
  3. Todos los chips incorporan AMD Eyefinity , pero la tarjeta Radeon HD 5870 Eyefinity Edition también cuenta con seis salidas mini DisplayPort , todas las cuales pueden estar activas simultáneamente.

Serie Radeon HD 6000

• La serie Radeon HD 6000 cuenta con un nuevo motor de teselación que, según se afirma, duplica el rendimiento al trabajar con teselación en comparación con la anterior serie HD 5000.

  1. La tasa de relleno de texturas se calcula multiplicando el número de unidades de mapeo de texturas por la velocidad de reloj base (o turbo) del núcleo.
  2. La tasa de relleno de píxeles se calcula multiplicando el número de unidades de salida de renderizado por la velocidad de reloj base (o turbo) del núcleo.
  3. El rendimiento de precisión se calcula a partir de la velocidad de reloj base (o turbo) del núcleo en función de unaoperación FMA .
  4. La velocidad efectiva de transferencia de datos de GDDR5 es cuatro veces superior a su frecuencia nominal, en lugar de ser el doble, como ocurre con la memoria DDR.
  5. Shaders unificados  : Unidades de mapeo de texturas  : Unidades de salida de renderizado

IGP (HD 6000)

  • Todos los modelos incluyen la interfaz de bus UNB/MC.
  • Todos los modelos carecen de punto flotante de doble precisión.
  • Con la actualización del controlador, OpenGL 4.4 está disponible (última versión de Catalyst 15.12). OpenGL 4.5 está disponible con Crimson Beta (versión del controlador 15.30 o superior).
  • Todos los modelos incorporan filtrado anisotrópico independiente del ángulo, UVD3 y compatibilidad con AMD Eyefinity , con hasta tres salidas.
  • Todos los modelos incorporan aceleración de discos Blu-ray 3D.
  • GPU integradas como parte de las APU de la plataforma Lynx de AMD .
  1. Shaders unificados  : Unidades de mapeo de texturas  : Unidades de salida de renderizado
  2. El TDP especificado para los diseños de referencia de AMD incluye el consumo de energía de la CPU. El TDP real de los productos comerciales puede variar.
  3. La serie A4-3300 utiliza la Radeon HD 6410D a una velocidad de 443 MHz. El resto de la serie A4 funciona a 600 MHz.

Serie Radeon HD 7000

  1. 1 2 3 4 5 6 Los valores de Boost (si están disponibles) se indican debajo del valor base en cursiva .
  2. 1 2 La tasa de relleno de texturas se calcula como el número de unidades de mapeo de texturas multiplicado por la velocidad de reloj base (o de impulso) del núcleo.
  3. 1 2 La tasa de relleno de píxeles se calcula como el número de unidades de salida de renderizado multiplicado por la velocidad de reloj base (o de impulso) del núcleo.
  4. 1 2 El rendimiento de precisión se calcula a partir de la velocidad de reloj base (o de impulso) del núcleo en función de unaoperación FMA .
  5. 1 2 La tasa de transferencia de datos efectiva de GDDR5 es cuatro veces su frecuencia de reloj nominal, en lugar de ser el doble como ocurre con la memoria DDR.
  6. 1 2 Shaders unificados  : Unidades de mapeo de texturas  : Unidades de salida de renderizado
  7. Carece de codificador de vídeo por hardware

IGP (HD 7000)

  1. Shaders unificados  : Unidades de mapeo de texturas  : Unidades de salida de renderizado
  2. El TDP especificado para los diseños de referencia de AMD incluye el consumo de energía de la CPU. El TDP real de los productos comerciales puede variar.
  3. OpenGL 4.5 posible para Terascale 3 con AMD Radeon Software Crimson Beta (controlador 15.30 o superior). [ 54 ]
  4. 1 2 Carece de codificador de vídeo por hardware

Serie Radeon HD 8000

  1. 1 2 3 4 5 6 Los valores de Boost (si están disponibles) se indican debajo del valor base en cursiva .
  2. 1 2 La tasa de relleno de texturas se calcula como el número de unidades de mapeo de texturas multiplicado por la velocidad de reloj base (o de impulso) del núcleo.
  3. 1 2 La tasa de relleno de píxeles se calcula como el número de unidades de salida de renderizado multiplicado por la velocidad de reloj base (o de impulso) del núcleo.
  4. 1 2 El rendimiento de precisión se calcula a partir de la velocidad de reloj base (o de impulso) del núcleo en función de unaoperación FMA .
  5. 1 2 La tasa de transferencia de datos efectiva de GDDR5 es cuatro veces su frecuencia de reloj nominal, en lugar de ser el doble como en el caso de la memoria DDR.
  6. 1 2 Shaders unificados  : Unidades de mapeo de texturas  : Unidades de salida de renderizado
  7. Carece de codificador de vídeo por hardware

Serie Radeon 200

  1. 1 2 3 4 5 6 Los valores de Boost (si están disponibles) se indican debajo del valor base en cursiva .
  2. 1 2 La tasa de relleno de texturas se calcula como el número de unidades de mapeo de texturas multiplicado por la velocidad de reloj base (o de impulso) del núcleo.
  3. 1 2 La tasa de relleno de píxeles se calcula como el número de unidades de salida de renderizado multiplicado por la velocidad de reloj base (o de impulso) del núcleo.
  4. 1 2 El rendimiento de precisión se calcula a partir de la velocidad de reloj base (o de impulso) del núcleo en función de unaoperación FMA .
  5. 1 2 Shaders unificados  : Unidades de mapeo de texturas  : Unidades de salida de renderizado
  6. Carece de codificador de vídeo por hardware
  7. La R9 285 utiliza compresión de color sin pérdidas, lo que puede aumentar el rendimiento efectivo de la memoria (en relación con las tarjetas GCN de primera y segunda generación ) en ciertas situaciones. [ 68 ] [ 70 ]
  8. 1 2 El reloj base de R9 290 y R9 290X se mantendrá en 947 MHz y 1000 MHz antes de alcanzar los 95 °C, respectivamente. [ 73 ]

Serie Radeon 300

  1. 1 2 3 4 5 6 Los valores de Boost (si están disponibles) se indican debajo del valor base en cursiva .
  2. 1 2 La tasa de relleno de texturas se calcula como el número de unidades de mapeo de texturas multiplicado por la velocidad de reloj base (o de impulso) del núcleo.
  3. 1 2 La tasa de relleno de píxeles se calcula como el número de unidades de salida de renderizado multiplicado por la velocidad de reloj base (o de impulso) del núcleo.
  4. 1 2 El rendimiento de precisión se calcula a partir de la velocidad de reloj base (o turbo) del núcleo según unaoperación FMA . El rendimiento de doble precisión de las tarjetas Hawaii es 1/8 del rendimiento de precisión simple, mientras que para las demás es 1/16 del rendimiento de precisión simple.
  5. 1 2 Shaders unificados  : Unidades de mapeo de texturas  : Unidades de salida de renderizado
  6. La R9 380 utiliza compresión de color sin pérdidas, lo que puede aumentar el rendimiento efectivo de la memoria (en relación con las tarjetas GCN de primera y segunda generación ) en ciertas situaciones.

Serie Radeon 400

  1. 1 2 3 Los valores de Boost (si están disponibles) se indican debajo del valor base en cursiva .
  2. La tasa de relleno de texturas se calcula multiplicando el número de unidades de mapeo de texturas por la velocidad de reloj base (o turbo) del núcleo.
  3. La tasa de relleno de píxeles se calcula multiplicando el número de unidades de salida de renderizado por la velocidad de reloj base (o turbo) del núcleo.
  4. El rendimiento de precisión se calcula a partir de la velocidad de reloj base (o turbo) del núcleo en función de unaoperación FMA .
  5. Sombreadores unificados  : Unidades de mapeo de texturas  : Unidades de salida de renderizado y unidades de cómputo (CU)
  6. El proceso FinFET 14LPP de 14 nm de GlobalFoundries se obtiene como proveedor secundario de Samsung Electronics . [ 104 ]

Serie Radeon 500

  1. 1 2 3 4 5 6 Los valores de Boost (si están disponibles) se indican debajo del valor base en cursiva .
  2. 1 2 La tasa de relleno de texturas se calcula como el número de unidades de mapeo de texturas multiplicado por la velocidad de reloj base (o de impulso) del núcleo.
  3. 1 2 La tasa de relleno de píxeles se calcula como el número de unidades de salida de renderizado multiplicado por la velocidad de reloj base (o de impulso) del núcleo.
  4. 1 2 El rendimiento de precisión se calcula a partir de la velocidad de reloj base (o de impulso) del núcleo en función de unaoperación FMA .
  5. 1 2 Shaders unificados  : Unidades de mapeo de texturas  : Unidades de salida de renderizado y unidades de cómputo (CU)
  6. 1 2 Carece de codificador y decodificador de vídeo por hardware
  7. El proceso FinFET 14LPP de 14 nm de GlobalFoundries se obtiene como proveedor secundario de Samsung Electronics . [ 116 ] 
  8. En octubre de 2017, AMD comercializó un chip Polaris adicional bajo la marca "RX 560", aunque cuenta con menos unidades de sombreado y mapeo de texturas que la primera RX 560 lanzada.
  9. El proceso 12LP de 12 nm de GlobalFoundries se basa en el proceso 14LPP de 14 nm de Samsung. [ 116 ]

Serie Radeon RX Vega

  1. 1 2 3 Los valores de Boost (si están disponibles) se indican debajo del valor base en cursiva .
  2. La tasa de relleno de texturas se calcula multiplicando el número de unidades de mapeo de texturas por la velocidad de reloj base (o turbo) del núcleo.
  3. La tasa de relleno de píxeles se calcula multiplicando el número de unidades de salida de renderizado por la velocidad de reloj base (o turbo) del núcleo.
  4. El rendimiento de precisión se calcula a partir de la velocidad de reloj base (o turbo) del núcleo en función de unaoperación FMA .
  5. Shaders unificados  : Unidades de mapeo de texturas  : Unidades de salida de renderizado y unidades de cómputo (CU)
  6. El proceso FinFET 14LPP de 14 nm de GlobalFoundries se obtiene como proveedor secundario de Samsung Electronics . 

Serie Radeon VII

  1. 1 2 3 Los valores de Boost (si están disponibles) se indican debajo del valor base en cursiva .
  2. La tasa de relleno de texturas se calcula multiplicando el número de unidades de mapeo de texturas por la velocidad de reloj base (o turbo) del núcleo.
  3. La tasa de relleno de píxeles se calcula multiplicando el número de unidades de salida de renderizado por la velocidad de reloj base (o turbo) del núcleo.
  4. El rendimiento de precisión se calcula a partir de la velocidad de reloj base (o turbo) del núcleo en función de unaoperación FMA .
  5. Shaders unificados  : Unidades de mapeo de texturas  : Unidades de salida de renderizado y unidades de cómputo (CU)

Serie Radeon RX 5000

  1. 1 2 3 Los valores de Boost (si están disponibles) se indican debajo del valor base en cursiva .
  2. La tasa de relleno de texturas se calcula multiplicando el número de unidades de mapeo de texturas por la velocidad de reloj base (o turbo) del núcleo.
  3. La tasa de relleno de píxeles se calcula multiplicando el número de unidades de salida de renderizado por la velocidad de reloj base (o turbo) del núcleo.
  4. El rendimiento de precisión se calcula a partir de la velocidad de reloj base (o turbo) del núcleo en función de unaoperación FMA .
  5. Shaders unificados  : Unidades de mapeo de texturas  : Unidades de salida de renderizado y unidades de cómputo (CU)

Serie Radeon RX 6000

  1. 1 2 3 Los valores de Boost (si están disponibles) se indican debajo del valor base en cursiva .
  2. La tasa de relleno de texturas se calcula multiplicando el número de unidades de mapeo de texturas por la velocidad de reloj base (o turbo) del núcleo.
  3. La tasa de relleno de píxeles se calcula multiplicando el número de unidades de salida de renderizado por la velocidad de reloj base (o turbo) del núcleo.
  4. El rendimiento de precisión se calcula a partir de la velocidad de reloj base (o turbo) del núcleo en función de unaoperación FMA .
  5. Shaders unificados  : Unidades de mapeo de texturas  : Unidades de salida de renderizado  : Aceleradores de rayos y unidades de cómputo (CU)
  6. 1 2 3 Navi 24 carece de codificador de vídeo por hardware.
  7. Se desconoce la fecha de lanzamiento real; en su lugar, se indica la fecha de lanzamiento de la RX 6300M.

Serie Radeon RX 7000

  1. Tamaño aproximado de todos los chips activos (un MCD y hasta seis MCD ). [ 226 ]
  2. 1 2 3 Los valores de Boost (si están disponibles) se indican debajo del valor base en cursiva .
  3. La tasa de relleno de texturas se calcula multiplicando el número de unidades de mapeo de texturas por la velocidad de reloj base (o turbo) del núcleo.
  4. La tasa de relleno de píxeles se calcula multiplicando el número de unidades de salida de renderizado por la velocidad de reloj base (o turbo) del núcleo.
  5. El rendimiento de precisión se calcula a partir de la velocidad de reloj base (o turbo) del núcleo en función de unaoperación FMA .
  6. Shaders unificados  : Unidades de mapeo de texturas  : Unidades de salida de renderizado  : Aceleradores de rayos  : Aceleradores de IA y unidades de cómputo (CU)
  7. El rendimiento de precisión media declarado oficialmente es el doble del que se muestra aquí debido a que se basa en una operación diferente (a×b+c×d+e).

Serie Radeon RX 9000

  1. 123Boost values (if available) are stated below the base value in italic.
  2. Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
  3. Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
  4. Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  5. Officially declared performance is twice the one shown here due to the use of sparsity.
  6. Unified shaders : Texture mapping units : Render output units : Ray accelerators : AI accelerators and Compute units (CU)
  7. Formerly officially declared performance is twice the one shown here due to the use of a different operation (a×b+c×d+e).

Mobile GPUs

These GPUs are either integrated into the mainboard or occupy a Mobile PCI Express Module (MXM).

Rage Mobility series

1Vertex shaders : Pixel shaders : Texture mapping units : Render output units.

Mobility Radeon series

1Vertex shaders : Pixel shaders : Texture mapping units : Render output units.

Mobility Radeon X300, X600, X700, X800 series

1Vertex shaders : Pixel shaders : Texture mapping units : Render output units.

Mobility Radeon X1000 series

1Vertex shaders : Pixel shaders : Texture mapping units : Render output units.

Mobility Radeon HD 2000 series

OpenGL 3.3 is possible with latest drivers for all RV6xx.

1Vertex shaders : Pixel shaders : Texture mapping units : Render output units. 2Unified Shaderss : Texture mapping units : Render output units

Mobility Radeon HD 3000 series

1Unified Shaders : Texture mapping units : Render output units

Mobility Radeon HD 4000 series

1Unified shaders : Texture mapping units : Render output units2 The effective data transfer rate of GDDR5 is quadruple its nominal clock, instead of double as it is with other DDR memory.

Mobility Radeon HD 5000 series

1 Unified shaders : Texture mapping units : Render output units2 The effective data transfer rate of GDDR5 is quadruple its nominal clock, instead of double as it is with other DDR memory.

Radeon HD 6000M series

  1. Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the core clock speed.
  2. Pixel fillrate is calculated as the number of Render Output Units multiplied by the core clock speed.
  3. Single Precision performance is calculated from the core clock speed based on a FMA operation.
  4. Unified Shaders : Texture Mapping Units : Render Output Units

IGP (HD 6000)

  • All models feature the UNB/MC Businterface
  • All models lack double-precision FP
  • All models feature Angle independent anisotropic filtering, UVD3, and Eyefinity capabilities, with up to three outputs.
  1. Unified Shaders : Texture Mapping Units : Render Output Units : Compute units
  2. TDP specified for AMD reference designs, includes CPU power consumption. Actual TDP of retail products may vary.

IGP (HD 6000G)

  • All models support Direct3D 11, OpenGL 4.4 and OpenCL 1.2
  • All models feature the UNB/MC Businterface
  • All models lack double-precision FP
  • All models feature angle independent anisotropic filtering, UVD3 and Eyefinity capabilities, with up to three outputs.
  • All models feature VLIW5

1Unified shaders : Texture mapping units : Render output units : Compute units 2 TDP specified for AMD reference designs, includes CPU power consumption. Actual TDP of retail products may vary.

Radeon HD 7000M series

A Radeon HD 7970M GPU on a Mobile PCI Express Module
  1. Unified Shaders : Texture Mapping Units : Render Output Units
  2. The effective data transfer rate of GDDR5 is quadruple its nominal clock, instead of double as it is with other DDR memory.
  3. 12345678Lacks hardware video encoder

IGP (HD 7000G)

Radeon HD 8000M series

  1. 123Boost values (if available) are stated below the base value in italic.
  2. Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
  3. Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
  4. Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  5. The effective data transfer rate of GDDR5 is quadruple its nominal clock, instead of double as it is with other DDR memory.
  6. Unified Shaders : Texture Mapping Units : Render Output Units

Radeon M200 series

  1. 123Boost values (if available) are stated below the base value in italic.
  2. Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
  3. Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
  4. Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  5. Unified Shaders : Texture Mapping Units : Render Output Units

Radeon M300 series

  1. 123Boost values (if available) are stated below the base value in italic.
  2. Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
  3. Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
  4. Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  5. Unified Shaders : Texture Mapping Units : Render Output Units

Radeon M400 series

  1. 123Boost values (if available) are stated below the base value in italic.
  2. Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
  3. Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
  4. Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  5. Unified Shaders : Texture Mapping Units : Render Output Units

Radeon M500 series

  1. 123Boost values (if available) are stated below the base value in italic.
  2. Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
  3. Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
  4. Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  5. Unified Shaders : Texture Mapping Units : Render Output Units

Radeon 600 series

  1. 123Boost values (if available) are stated below the base value in italic.
  2. Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
  3. Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
  4. Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  5. Unified shaders : Texture mapping units : Render output units and Compute units (CU)
  6. GlobalFoundries' 14 nm 14LPP FinFET process is second-sourced from Samsung Electronics.[116]

Radeon RX 5000M series

  1. 123Boost values (if available) are stated below the base value in italic.
  2. Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
  3. Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
  4. Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  5. Unified shaders : Texture mapping units : Render output units and Compute units (CU)

Radeon RX 6000M series

  1. 123Boost values (if available) are stated below the base value in italic.
  2. Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
  3. Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
  4. Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  5. Unified shaders : Texture mapping units : Render output units : Ray accelerators and Compute units CU
  6. 12Lacks hardware video encoder.

Radeon RX 7000M series

  1. 123Boost values (if available) are stated below the base value in italic.
  2. Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
  3. Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
  4. Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  5. GPUs based on RDNA 3 have dual-issue stream processors so that up to two shader instructions can be executed per clock cycle under certain parallelism conditions.
  6. Unified shaders : Texture mapping units : Render output units : Ray accelerators : AI accelerators and Compute units (CU)
  7. Officially declared half-precision performance is twice of the one shown here due to being based on different operation (a×b+c×d+e).

Workstation GPUs

FireGL series

1Vertex shaders : Pixel shaders : Texture mapping units : Render output units2Unified shaders : Texture mapping units : Render output units : Compute Units

FireMV (Multi-View) series

1Vertex shaders : Pixel shaders : Texture mapping unit : Render output units2Unified shaders : Texture mapping unit : Render output units

FirePro (Multi-View) series

FirePro 3D series (V000)

1Unified shaders : Texture mapping units : Render output units : Compute Units 2 The effective data transfer rate of GDDR5 is quadruple its nominal clock, instead of double as it is with other DDR memory 3 Windows 7, 8.1, 10 Support for Fire Pro Cards with Terascale 2 and later by firepro driver 15.301.2601[354]

FirePro series (Vx900)

1Unified shaders : Texture mapping units : Render output units : Compute Units 2 The effective data transfer rate of GDDR5 is quadruple its nominal clock, instead of double as it is with other DDR memory. 3 Support for Windows 7, 8.1 for OpenGL 4.4 and OpenCL 2.0, when Hardware is prepared with firepro driver 14.502.1045[359]

FirePro Workstation series (Wx000)

  • Vulkan 1.0 and OpenGL 4.5 possible for GCN with Driver Update FirePro equal to Radeon Crimson 16.3 or higher.[360][361]
  • Vulkan 1.1 possible for GCN with Radeon Pro Software 18.Q1.1 or higher. It might not fully apply to GCN 1.0 or 1.1 GPUs.[362]

1Unified shaders : Texture mapping units : Render output units : Compute Units 2 The effective data transfer rate of GDDR5 is quadruple its nominal clock, instead of double as it is with other DDR memory. 3 OpenGL 4.4: support with AMD FirePro driver release 14.301.000 or later, in footnotes of specs[369]

FirePro D-Series

In 2014, AMD released the D-Series specifically for Mac Pro workstations.[370]

1Unified shaders : Texture mapping units : Render output units : compute units

FirePro Workstation series (Wx100)

  • Vulkan 1.0 and OpenGL 4.5 possible for GCN with Driver Update FirePro equal to Radeon Crimson 16.3 or higher.[360][361] OpenCL 2.1 and 2.2 possible for all OpenCL 2.0-Cards with Driver Update in Future (Khronos). Linux Support for OpenCL is limited with AMDGPU Driver 16.60 actual to Version 1.2.[374]
  • Vulkan 1.1 possible for GCN with Radeon Pro Software 18.Q1.1 or higher. It might not fully apply to GCN 1.0 or 1.1 GPUs.[362]

1Unified shaders : Texture mapping units : Render output units : compute units 2 The effective data transfer rate of GDDR5 is quadruple its nominal clock, instead of double as it is with other DDR memory. 3 OpenGL 4.4: support with AMD FirePro driver release 14.301.000 or later, in footnotes of specs[369]

FirePro Workstation series (Wx300)

  • Vulkan 1.1 possible for GCN with Radeon Pro Software 18.Q1.1 or higher. It might not fully apply to GCN 1.0 or 1.1 GPUs.[362]

Radeon PRO series

  1. 123Boost values (if available) are stated below the base value in italic.
  2. Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
  3. Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
  4. Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  5. Unified shaders : Texture mapping units : Render output units and Compute units (CU)

Radeon Pro WX x100 series

  • Vulkan 1.1 possible for GCN with Radeon Pro software 18.Q1.1 or higher.[362]
  1. 123Boost values (if available) are stated below the base value in italic.
  2. Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
  3. Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
  4. Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  5. Unified shaders : Texture mapping units : Render output units and Compute units (CU)

Radeon Pro WX x200 series

  1. 123Boost values (if available) are stated below the base value in italic.
  2. Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
  3. Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
  4. Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  5. Unified shaders : Texture mapping units : Render output units and Compute units (CU)

Radeon Pro Vega series

  1. 123Boost values (if available) are stated below the base value in italic.
  2. Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
  3. Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
  4. Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  5. Unified shaders : Texture mapping units : Render output units and Compute units (CU)

Radeon Pro 5000 series

  1. 123Boost values (if available) are stated below the base value in italic.
  2. Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
  3. Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
  4. Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  5. Unified shaders : Texture mapping units : Render output units and Compute units (CU)

Radeon Pro W5000 series

  1. 123Boost values (if available) are stated below the base value in italic.
  2. Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
  3. Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
  4. Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  5. Unified shaders : Texture mapping units : Render output units and Compute units (CU)
  1. 123Boost values (if available) are stated below the base value in italic.
  2. Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
  3. Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
  4. Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  5. Unified shaders : Texture mapping units : Render output units and Compute units (CU)

Radeon Pro W6000 series

  1. 123Boost values (if available) are stated below the base value in italic.
  2. Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
  3. Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
  4. Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  5. Unified shaders : Texture mapping units : Render output units : Ray accelerators and Compute units (CU)
  1. 123Boost values (if available) are stated below the base value in italic.
  2. Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
  3. Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
  4. Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  5. Unified shaders : Texture mapping units : Render output units : Ray accelerators and Compute units (CU)

Radeon Pro W7000 series

  1. Approximate die size of entire MCM package that consists of single GCD (Graphics Compute Die) and six MCDs (Memory Cache Die).Radeon Pro W7800 has only four active MCDs, inactive one is for structural support and heat dissipation.
  2. 123Boost values (if available) are stated below the base value in italic.
  3. Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
  4. Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
  5. Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  6. Unified shaders : Texture mapping units : Render output units : Ray accelerators : AI accelerators and Compute units (CU)
  7. GPUs based on RDNA 3 have dual-issue stream processors so that up to two shader instructions can be executed per clock cycle under certain parallelism conditions.

Radeon Pro R9000 series

  1. 123Boost values (if available) are stated below the base value in italic.
  2. Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
  3. Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
  4. Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  5. Officially declared performance is twice the one shown here due to the use of sparsity.
  6. Unified shaders : Texture mapping units : Render output units : Ray accelerators : AI accelerators and Compute units (CU)

Mobile workstation GPUs

Mobility FireGL series

  1. Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
  2. Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
  3. Single precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  4. 123456789Vertex shader : Pixel shaders: Texture Mapping Units : Render Output Units
  5. 123Unified Shaders : Texture Mapping Units : Render Output Units

FirePro Mobile series

  1. Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
  2. Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
  3. Single precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  4. Unified Shaders : Texture Mapping Units : Render Output Units

Radeon Pro WX x100 Mobile series

  • Half precision power (FP16) is equal to single precision power (FP32) in 4th GCN generation (in 5th Gen: half precision (FP16) = 2× SP (FP32))
  1. 123Boost values (if available) are stated below the base value in italic.
  2. Texture fillrate is calculated as the number of Texture Mapping Units (TMUs) multiplied by the base (or boost) core clock speed.
  3. Pixel fillrate is calculated as the number of Render Output Units (ROPs) multiplied by the base (or boost) core clock speed.
  4. Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  5. Unified shaders : Texture mapping units : Render output units and Compute units (CU)

Radeon Pro 400 series

  1. 123Boost values (if available) are stated below the base value in italic.
  2. Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
  3. Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
  4. Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  5. Unified shaders : Texture mapping units : Render output units and Compute units (CU)

Radeon Pro 500 series

  1. 123Boost values (if available) are stated below the base value in italic.
  2. Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
  3. Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
  4. Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  5. Unified shaders : Texture mapping units : Render output units and Compute units (CU)

Radeon Pro WX x200 Mobile series

  1. 123Boost values (if available) are stated below the base value in italic.
  2. Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
  3. Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
  4. Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  5. Unified Shaders : Texture Mapping Units : Render Output Units : Compute Units

Radeon Pro Vega series

  1. 123Boost values (if available) are stated below the base value in italic.
  2. Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
  3. Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
  4. Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  5. Unified shaders : Texture mapping units : Render output units and Compute units (CU)

Radeon Pro 5000M series

  1. 123Boost values (if available) are stated below the base value in italic.
  2. Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
  3. Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
  4. Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  5. Unified shaders : Texture mapping units : Render output units and Compute units (CU)

Radeon Pro W5000M series

  1. 123Boost values (if available) are stated below the base value in italic.
  2. Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
  3. Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
  4. Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  5. Unified shaders : Texture mapping units : Render output units and Compute units (CU)

Radeon Pro W6000M series

  1. 123Boost values (if available) are stated below the base value in italic.
  2. Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
  3. Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
  4. Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  5. Unified shaders : Texture mapping units : Render output units : Ray accelerators and Compute units (CU)

Server GPUs

FireStream series

  1. Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.

FirePro Remote series

1Unified shaders : Texture mapping units : Render output units : compute units 2 The effective data transfer rate of GDDR5 is quadruple its nominal clock, instead of double as it is with other DDR memory.

FirePro Server series (S000x/Sxx 000)

  • Vulkan 1.0 and OpenGL 4.5 possible for GCN with Driver Update FirePro equal to Radeon Crimson 16.3 or higher.[360] OpenGL 4.5 was only in Windows available.[361] Actual Linux Driver support OpenGL 4.5 and Vulkan 1.0, but only OpenCL 1.2 by AMDGPU Driver 16.60.[374]
  • Vulkan 1.1 possible for GCN with Radeon Pro Software 18.Q1.1 or higher. It might not fully apply to GCN 1.0 or 1.1 GPUs.[362]

1Unified shaders : Texture mapping units : Render output units: Compute units 2 The effective data transfer rate of GDDR5 is quadruple its nominal clock, instead of double as it is with other DDR memory. 3 OpenGL 4.4: support with AMD FirePro driver release 14.301.000 or later, in footnotes of specs[369]

Radeon Sky series

1Unified shaders : Texture mapping units : Render output units : compute units 2 The effective data transfer rate of GDDR5 is quadruple its nominal clock, instead of double as it is with other DDR memory.

Radeon Pro V series

  1. 123Boost values (if available) are stated below the base value in italic.
  2. Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
  3. Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
  4. Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  5. Unified shaders : Texture mapping units : Render output units : Ray accelerators and Compute units (CU)

Radeon Instinct series

  1. 12345Boost values (if available) are stated below the base value in italic.
  2. Texture fillrate is calculated as the number of texture mapping units multiplied by the base (or boost) core clock speed.
  3. Pixel fillrate is calculated as the number of render output units multiplied by the base (or boost) core clock speed.
  4. 12Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  5. 12Unified shaders : Texture mapping units : Render output units and Compute units (CU)
  6. The matrix unit exists in addition to the main vector (SIMD) processing unit to accelerate matrix-multiplication operations common in machine learning applications. It is able to optimize the multiplication of common data types, resulting in a integer-multiple (typically 2×) increase in TFLOPS. Since CDNA3 it is also able to use structured sparsity regularization for a 2× increase in TFLOPS for all data types. In CDNA4 the speedup has been removed for FP32 and FP64, instead focusing the unit on speedups for low precision (INT8, MXFP4/6/8, OCP-FP8, FP16, BF16).
  7. CDNA3 and later supports packed FP8 (E5M2, E4M3) at the same level of performance.
  8. CDNA supports BF16 at half the performance as FP16. CDNA2 and later supports BF16 at the same performance level as FP16. CDNA3 and later supports TF32 at the same performance level as FP16.
  9. 12GCD Refers to a Graphics Compute Die. Each GCD is a different piece of silicon. The same applies to XCDs and CCDs.
  10. CDNA 2.0 Based cards adopt a design using two dies on the same package.They are linked with 400GB/s Bidirectional Infinity Fabric link, The dies are addressed as individual GPUs by the host system.
  11. 12Matrix only

Embedded GPUs

1Unified shaders : Texture mapping units : Render output units2 CU = Compute units3 The effective data transfer rate of GDDR5 is quadruple its nominal clock, instead of double as it is with other DDR memory.

Console GPUs

1Pixel shaders : Vertex shaders : Texture mapping units : Render output units 2Unified shaders : Texture mapping units : Render output units 3Unified shaders : Texture mapping units : Render output units : RT Cores 4 The Latte looks similar to the RV730 used in the Radeon HD4650/4670.[721]5 In most cases, especially in games, half of this data can be considered.[722]

See also

References

  1. "ATI R100 GPU Specs". Tech PowerUp.
  2. "ATI R200 GPU Specs". Tech PowerUp.
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  • Base de datos de GPU de TechPowerUp!