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Список графических процессоров AMD

Ниже приведен список, содержащий общую информацию о графических процессорах и видеокартах производства AMD , включая те, которые были произведены ATI Technologies до 2006 года, на основе официальных спецификаций в виде таблицы.

Полевые объяснения

Заголовки в таблице ниже описывают следующее:

Из-за изменений в соглашениях со временем некоторые числовые определения, такие как конфигурация ядра, частота ядра, производительность и память, не следует сравнивать один к одному между поколениями. Следующие таблицы предназначены только для справочного использования и не отражают фактическую производительность.

Ускорение видеокодека

Обзор функций

В следующей таблице показаны характеристики графических процессоров AMD / ATI .

  1. ^ Серия Radeon 100 имеет программируемые пиксельные шейдеры, но не полностью соответствует DirectX 8 или Pixel Shader 1.0. См. статью о пиксельных шейдерах R100 .
  2. ^ Карты на базе R300, R400 и R500 не полностью соответствуют OpenGL 2+, поскольку оборудование не поддерживает все типы текстур, не являющихся степенью двойки (NPOT).
  3. ^ Для соответствия OpenGL 4+ требуется поддержка шейдеров FP64, и они эмулируются на некоторых чипах TeraScale с использованием 32-разрядного оборудования.
  4. ^ abc UVD и VCE были заменены на Video Core Next (VCN) ASIC в реализации Vega на базе APU Raven Ridge .
  5. ^ Обработка видео для техники интерполяции частоты видеокадров. В Windows работает как фильтр DirectShow в вашем плеере. В Linux поддержка со стороны драйверов и/или сообщества отсутствует.
  6. ^ ab Для воспроизведения защищенного видеоконтента также требуется карта, операционная система, драйвер и поддержка приложения. Для этого также необходим совместимый HDCP-дисплей. HDCP является обязательным для вывода определенных аудиоформатов, что накладывает дополнительные ограничения на настройку мультимедиа.
  7. ^ Поддержка большего количества дисплеев возможна при использовании собственных подключений DisplayPort или при разделении максимального разрешения между несколькими мониторами с помощью активных преобразователей.
  8. ^ ab DRM ( Direct Rendering Manager ) — компонент ядра Linux. AMDgpu — модуль ядра Linux. Поддержка в этой таблице относится к самой последней версии.

Обзор API

В следующей таблице показана поддержка графических и вычислительных API в микроархитектурах графических процессоров ATI/AMD. Обратите внимание, что серия брендинга может включать чипы старого поколения.

  1. ^ Radeon 7000 Series имеет программируемые пиксельные шейдеры, но не полностью соответствует DirectX 8 или Pixel Shader 1.0. См. статью о пиксельных шейдерах R100 .
  2. ^ Эти серии не полностью соответствуют OpenGL 2+, поскольку оборудование не поддерживает все типы текстур, не являющихся степенью двойки (NPOT).
  3. ^ Для соответствия OpenGL 4+ требуется поддержка шейдеров FP64, и они эмулируются на некоторых чипах TeraScale с использованием 32-разрядного оборудования.

[21] [22] [23]

Настольные графические процессоры

Серия «Чудо»

ряд Маха

Серия «Ярость»

1 Пиксельные конвейеры  : Вершинные шейдеры  : Модули наложения текстур  : Модули вывода рендеринга
2 OpenGL 1.0 (Generic 2D) предоставляется посредством программных реализаций.

Серия Radeon R100

1 Пиксельные конвейеры  : Вершинные шейдеры  : Модули наложения текстур  : Модули вывода рендеринга

A Первая цифра обозначает карты с 32 МБ памяти. Вторая цифра обозначает карты с 64 МБ памяти.
B Первая цифра обозначает карты OEM. Вторая цифра обозначает карты Retail.

ИГП (серия 3xx)

1 Пиксельные конвейеры  : Вершинные шейдеры  : Модули наложения текстур  : Модули вывода рендеринга

Серия Radeon R200

1 Пиксельные шейдеры  : Вершинные шейдеры  : Модули наложения текстур  : Модули вывода рендеринга

IGP (серия 9000)

1 Пиксельные шейдеры  : Вершинные шейдеры  : Модули наложения текстур  : Модули вывода рендеринга

Серия Radeon R300

AGP (серия 9000, серия X1000)

1 Пиксельные шейдеры  : Вершинные шейдеры  : Модули наложения текстур  : Модули вывода рендеринга
2 256-битная версия 9800 SE при разблокировке до 8-пиксельных конвейеров с помощью сторонних модификаций драйверов должна функционировать почти как полноценный 9800 Pro. [35]

PCIe (серии X3xx, X5xx, X6xx, X1000)

1 Пиксельные шейдеры  : Вершинные шейдеры  : Модули наложения текстур  : Модули вывода рендеринга

IGP (серии X2xx, 11xx)

1 Пиксельные шейдеры  : Вершинные шейдеры  : Модули наложения текстур  : Модули вывода рендеринга

Серия Radeon R400

АГП (X7xx, X8xx)

1 Пиксельные шейдеры  : Вершинные шейдеры  : Модули наложения текстур  : Модули вывода рендеринга

PCIe (серии X5xx, X7xx, X8xx, X1000)

1 Пиксельные шейдеры  : Вершинные шейдеры  : Модули наложения текстур  : Модули вывода рендеринга

ИГП (X12xx, 21xx)

Radeon X1000 серии

Обратите внимание, что карты серии ATI X1000 (например, X1900) не имеют Vertex Texture Fetch, поэтому они не полностью соответствуют модели VS 3.0. Вместо этого они предлагают функцию под названием "Render to Vertex Buffer (R2VB)", которая обеспечивает функциональность, которая является альтернативной Vertex Texture Fetch.

1 Пиксельные шейдеры  : Вершинные шейдеры  : Модули наложения текстур  : Модули вывода рендеринга

Radeon HD серии 2000

Radeon HD 3000 серии

ИГП (HD 3000)

1 Унифицированные шейдеры  : Модули отображения текстур  : Модули вывода рендеринга
2 Тактовые частоты могут различаться в разных сценариях использования, поскольку реализована технология AMD PowerPlay . Тактовые частоты, перечисленные здесь, относятся к официально объявленным спецификациям тактовых частот.
3 Боковой порт — это выделенная шина памяти. Предпочтительно использовать ее для буфера кадров .

Серия «Все в чудесах»

1 Пиксельные шейдеры  : Вершинные шейдеры  : Модули наложения текстур  : Модули вывода рендеринга
2 Унифицированные шейдеры  : Модули наложения текстур  : Модули вывода рендеринга

Radeon HD серии 4000

1 Унифицированные шейдеры  : Модули отображения текстур  : Модули вывода рендеринга
2 Эффективная скорость передачи данных GDDR5 в четыре раза превышает номинальную тактовую частоту, а не в два раза, как у другой памяти DDR.
3 TDP — это эталонные значения TDP от AMD. Различные неэталонные конструкции плат от поставщиков могут привести к небольшим отклонениям в фактическом TDP.
4 Все модели оснащены UVD2 и PowerPlay .

ИГП (HD 4000)

1 Унифицированные шейдеры  : Модули отображения текстур  : Модули вывода рендеринга
2 Тактовые частоты могут различаться в разных сценариях использования, так как реализована технология ATI PowerPlay . Тактовые частоты, перечисленные здесь, относятся к официально объявленным спецификациям тактовых частот.
3 Боковой порт — это выделенная шина памяти. Предпочтительно использовать ее для буфера кадров .

Radeon HD серии 5000


  1. ^ Унифицированные шейдеры  : Модули наложения текстур  : Модули вывода рендеринга
  2. ^ TDP — это эталонные значения TDP от AMD. Различные неэталонные конструкции плат от поставщиков могут привести к небольшим отклонениям в фактическом TDP.
  3. ^ Все чипы оснащены AMD Eyefinity , но карта Radeon HD 5870 Eyefinity Edition также имеет шесть выходов mini DisplayPort , все из которых могут быть активны одновременно.


Radeon HD 6000 серии

• Серия Radeon HD 6000 оснащена новым движком тесселяции, который, как утверждается, вдвое увеличивает производительность при работе с тесселяцией по сравнению с предыдущей серией HD 5000.

  1. ^ Скорость заполнения текстур рассчитывается как количество блоков наложения текстур, умноженное на базовую (или повышенную) тактовую частоту ядра.
  2. ^ Скорость заполнения пикселей рассчитывается как количество единиц вывода рендеринга, умноженное на базовую (или повышенную) тактовую частоту ядра.
  3. ^ Производительность точности рассчитывается на основе базовой (или повышенной) тактовой частоты ядра на основе операции FMA .
  4. ^ Эффективная скорость передачи данных GDDR5 в четыре раза превышает номинальную тактовую частоту, а не в два раза, как у памяти DDR.
  5. ^ Унифицированные шейдеры  : Единицы наложения текстур  : Единицы вывода рендеринга


ИГП (HD 6000)

  1. ^ Унифицированные шейдеры  : Единицы наложения текстур  : Единицы вывода рендеринга
  2. ^ TDP указан для референсных проектов AMD, включая энергопотребление ЦП. Фактический TDP розничных продуктов может отличаться.
  3. ^ Серия A4-3300 использует Radeon HD 6410D на частоте 443 МГц. Остальные серии A4 работают на частоте 600 МГц.


Radeon HD серии 7000

  1. ^ abcdef Значения надбавки (если таковые имеются) указаны под базовым значением курсивом .
  2. ^ ab Скорость заполнения текстур рассчитывается как количество блоков наложения текстур, умноженное на базовую (или повышенную) тактовую частоту ядра.
  3. ^ ab Скорость заполнения пикселей рассчитывается как количество единиц вывода рендеринга, умноженное на базовую (или повышенную) тактовую частоту ядра.
  4. ^ ab Производительность точности рассчитывается на основе базовой (или усиленной) тактовой частоты ядра на основе операции FMA .
  5. ^ ab Эффективная скорость передачи данных GDDR5 в четыре раза превышает номинальную тактовую частоту, а не в два раза, как у памяти DDR.
  6. ^ ab Унифицированные шейдеры  : Единицы наложения текстур  : Единицы вывода рендеринга
  7. ^ Отсутствует аппаратный видеокодер


ИГП (HD 7000)


  1. ^ Унифицированные шейдеры  : Единицы наложения текстур  : Единицы вывода рендеринга
  2. ^ TDP указан для референсных проектов AMD, включая энергопотребление ЦП. Фактический TDP розничных продуктов может отличаться.
  3. ^ OpenGL 4.5 возможен для Terascale 3 с AMD Radeon Software Crimson Beta (драйвер 15.30 или выше). [39]
  4. ^ ab Отсутствует аппаратный видеокодер


Radeon HD серии 8000

  1. ^ abcdef Значения надбавки (если таковые имеются) указаны под базовым значением курсивом .
  2. ^ ab Скорость заполнения текстур рассчитывается как количество блоков наложения текстур, умноженное на базовую (или повышенную) тактовую частоту ядра.
  3. ^ ab Скорость заполнения пикселей рассчитывается как количество единиц вывода рендеринга, умноженное на базовую (или повышенную) тактовую частоту ядра.
  4. ^ ab Производительность точности рассчитывается на основе базовой (или усиленной) тактовой частоты ядра на основе операции FMA .
  5. ^ ab Эффективная скорость передачи данных GDDR5 в четыре раза превышает номинальную тактовую частоту, а не в два раза, как у памяти DDR.
  6. ^ ab Унифицированные шейдеры  : Единицы наложения текстур  : Единицы вывода рендеринга
  7. ^ Отсутствует аппаратный видеокодер


Радеон 200 серии

  1. ^ abcdef Значения надбавки (если таковые имеются) указаны под базовым значением курсивом .
  2. ^ ab Скорость заполнения текстур рассчитывается как количество блоков наложения текстур, умноженное на базовую (или повышенную) тактовую частоту ядра.
  3. ^ ab Скорость заполнения пикселей рассчитывается как количество единиц вывода рендеринга, умноженное на базовую (или повышенную) тактовую частоту ядра.
  4. ^ ab Производительность точности рассчитывается на основе базовой (или усиленной) тактовой частоты ядра на основе операции FMA .
  5. ^ ab Унифицированные шейдеры  : Единицы наложения текстур  : Единицы вывода рендеринга
  6. ^ Отсутствует аппаратный видеокодер
  7. ^ R9 285 использует сжатие цвета без потерь, что может повысить эффективную производительность памяти (по сравнению с картами GCN 1 -го и 2 -го поколений) в определенных ситуациях. [53] [55]
  8. ^ ab Базовая тактовая частота R9 290 и R9 290X будет поддерживаться на уровне 947 МГц и 1000 МГц до достижения 95 °C соответственно. [58]


Радеон 300 серии

  1. ^ abcdef Значения надбавки (если таковые имеются) указаны под базовым значением курсивом .
  2. ^ ab Скорость заполнения текстур рассчитывается как количество блоков наложения текстур, умноженное на базовую (или повышенную) тактовую частоту ядра.
  3. ^ ab Скорость заполнения пикселей рассчитывается как количество единиц вывода рендеринга, умноженное на базовую (или повышенную) тактовую частоту ядра.
  4. ^ ab Производительность точности вычисляется на основе базовой (или усиленной) тактовой частоты ядра на основе операции FMA . Производительность двойной точности карт Hawaii составляет 1/8 производительности одинарной точности, для других — 1/16 производительности одинарной точности.
  5. ^ ab Унифицированные шейдеры  : Единицы наложения текстур  : Единицы вывода рендеринга
  6. ^ R9 380 использует сжатие цвета без потерь, что может повысить эффективную производительность памяти (по сравнению с картами GCN 1 -го и 2 -го поколений) в определенных ситуациях. [ необходима цитата ]


Радеон 400 серии

  1. ^ abc Значения надбавки (если таковые имеются) указаны под базовым значением курсивом .
  2. ^ Скорость заполнения текстур рассчитывается как количество блоков наложения текстур, умноженное на базовую (или повышенную) тактовую частоту ядра.
  3. ^ Скорость заполнения пикселей рассчитывается как количество единиц вывода рендеринга, умноженное на базовую (или повышенную) тактовую частоту ядра.
  4. ^ Производительность точности рассчитывается на основе базовой (или повышенной) тактовой частоты ядра на основе операции FMA .
  5. ^ Унифицированные шейдеры  : блоки наложения текстур  : блоки вывода рендеринга и блоки вычислений (CU)
  6. ^ Технологический процесс GlobalFoundries 14 нм 14LPP FinFET является вторичным источником от Samsung Electronics . [89]


Radeon 500 серии

  1. ^ abcdef Значения надбавки (если таковые имеются) указаны под базовым значением курсивом .
  2. ^ ab Скорость заполнения текстур рассчитывается как количество блоков наложения текстур, умноженное на базовую (или повышенную) тактовую частоту ядра.
  3. ^ ab Скорость заполнения пикселей рассчитывается как количество единиц вывода рендеринга, умноженное на базовую (или повышенную) тактовую частоту ядра.
  4. ^ ab Производительность точности рассчитывается на основе базовой (или усиленной) тактовой частоты ядра на основе операции FMA .
  5. ^ ab Унифицированные шейдеры  : блоки наложения текстур  : блоки вывода рендеринга и вычислительные блоки (CU)
  6. ^ ab Отсутствует аппаратный видеокодер и декодер
  7. ^ Технологический процесс GlobalFoundries 14 нм 14LPP FinFET является вторичным источником от Samsung Electronics . [101]
  8. ^ В октябре 2017 года AMD представила дополнительный чип Polaris под названием «RX 560», хотя он оснащен меньшим количеством шейдерных и текстурных блоков, чем первая выпущенная RX 560.
  9. ^ Технологический процесс 12 нм 12LP компании GlobalFoundries основан на технологическом процессе 14 нм 14LPP компании Samsung. [101]


Серия Radeon RX Vega

  1. ^ abc Значения надбавки (если таковые имеются) указаны под базовым значением курсивом .
  2. ^ Скорость заполнения текстур рассчитывается как количество блоков наложения текстур, умноженное на базовую (или повышенную) тактовую частоту ядра.
  3. ^ Скорость заполнения пикселей рассчитывается как количество единиц вывода рендеринга, умноженное на базовую (или повышенную) тактовую частоту ядра.
  4. ^ Производительность точности рассчитывается на основе базовой (или повышенной) тактовой частоты ядра на основе операции FMA .
  5. ^ Унифицированные шейдеры  : блоки наложения текстур  : блоки вывода рендеринга и вычислительные блоки (CU)
  6. ^ Технологический процесс 14 нм 14LPP FinFET компании GlobalFoundries является вторичным поставкам от Samsung Electronics .

Серия Radeon VII

  1. ^ abc Значения надбавки (если таковые имеются) указаны под базовым значением курсивом .
  2. ^ Скорость заполнения текстур рассчитывается как количество блоков наложения текстур, умноженное на базовую (или повышенную) тактовую частоту ядра.
  3. ^ Скорость заполнения пикселей рассчитывается как количество единиц вывода рендеринга, умноженное на базовую (или повышенную) тактовую частоту ядра.
  4. ^ Производительность точности рассчитывается на основе базовой (или повышенной) тактовой частоты ядра на основе операции FMA .
  5. ^ Унифицированные шейдеры  : блоки наложения текстур  : блоки вывода рендеринга и вычислительные блоки (CU)

Radeon RX 5000 серии

  1. ^ abc Значения надбавки (если таковые имеются) указаны под базовым значением курсивом .
  2. ^ Скорость заполнения текстур рассчитывается как количество блоков наложения текстур, умноженное на базовую (или повышенную) тактовую частоту ядра.
  3. ^ Скорость заполнения пикселей рассчитывается как количество единиц вывода рендеринга, умноженное на базовую (или повышенную) тактовую частоту ядра.
  4. ^ Производительность точности рассчитывается на основе базовой (или повышенной) тактовой частоты ядра на основе операции FMA .
  5. ^ Унифицированные шейдеры  : блоки наложения текстур  : блоки вывода рендеринга и вычислительные блоки (CU)


Radeon RX 6000 серии

  1. ^ abc Значения надбавки (если таковые имеются) указаны под базовым значением курсивом .
  2. ^ Скорость заполнения текстур рассчитывается как количество блоков наложения текстур, умноженное на базовую (или повышенную) тактовую частоту ядра.
  3. ^ Скорость заполнения пикселей рассчитывается как количество единиц вывода рендеринга, умноженное на базовую (или повышенную) тактовую частоту ядра.
  4. ^ Производительность точности рассчитывается на основе базовой (или повышенной) тактовой частоты ядра на основе операции FMA .
  5. ^ Унифицированные шейдеры  : Модули наложения текстур  : Модули вывода рендеринга  : Ускорители лучей и вычислительные блоки (CU)
  6. ^ abc Navi 24 не имеет аппаратного видеокодера.
  7. ^ Фактическая дата выпуска неизвестна; вместо нее указана дата выпуска RX 6300M.

Radeon RX 7000 серии

  1. ^ Приблизительный размер кристалла всех активных кристаллов (один GCD и до шести MCD ). [202]
  2. ^ abc Значения надбавки (если таковые имеются) указаны под базовым значением курсивом .
  3. ^ Скорость заполнения текстур рассчитывается как количество блоков наложения текстур, умноженное на базовую (или повышенную) тактовую частоту ядра.
  4. ^ Скорость заполнения пикселей рассчитывается как количество единиц вывода рендеринга, умноженное на базовую (или повышенную) тактовую частоту ядра.
  5. ^ Производительность точности рассчитывается на основе базовой (или повышенной) тактовой частоты ядра на основе операции FMA .
  6. ^ Унифицированные шейдеры  : Модули наложения текстур  : Модули вывода рендеринга  : Ускорители лучей  : Ускорители ИИ и вычислительные блоки (CU)

Мобильные графические процессоры

Эти графические процессоры либо интегрированы в материнскую плату, либо занимают мобильный модуль PCI Express (MXM) .

Серия Rage Mobility

1 Вершинные шейдеры  : Пиксельные шейдеры  : Модули наложения текстур  : Модули вывода рендеринга .

Серия Mobility Radeon

1 Вершинные шейдеры  : Пиксельные шейдеры  : Модули наложения текстур  : Модули вывода рендеринга .

Мобильность Radeon серии X300, X600, X700, X800

1 Вершинные шейдеры  : Пиксельные шейдеры  : Модули наложения текстур  : Модули вывода рендеринга .

Мобильность Radeon серии X1000

1 Вершинные шейдеры  : Пиксельные шейдеры  : Модули наложения текстур  : Модули вывода рендеринга .

Мобильность Radeon HD серии 2000

OpenGL 3.3 возможен с последними драйверами для всех RV6xx.

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

Mobility Radeon HD 3000 series

1 Unified Shaders : Texture mapping units : Render output units

Mobility Radeon HD 4000 series

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.

Mobility Radeon HD 5000 series

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.

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)

  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)

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.

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. ^ a b c d e f g h Lacks hardware video encoder

IGP (HD 7000G)

  1. ^ Unified Shaders : Texture Mapping Units : Render Output Units
  2. ^ Lacks hardware video encoder

Radeon HD 8000M series

  1. ^ a b c Boost 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. ^ a b c Boost 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. ^ a b c Boost 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. ^ a b c Boost 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. ^ a b c Boost 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. ^ a b c Boost 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.[101]

Radeon RX 5000M series

  1. ^ a b c Boost 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. ^ a b c Boost 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. ^ a b Lacks hardware video encoder.

Radeon RX 7000M series

  1. ^ a b c Boost 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)

Workstation GPUs

FireGL series

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

FireMV (Multi-View) series

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

FirePro (Multi-View) series

FirePro 3D series (V000)

1 Unified 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[323]

FirePro series (Vx900)

1 Unified 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[328]

FirePro Workstation series (Wx000)

1 Unified 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[338]

FirePro D-Series

In 2014, AMD released the D-Series specifically for Mac Pro workstations.[339]

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

FirePro Workstation series (Wx100)

1 Unified 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[338]

FirePro Workstation series (Wx300)

Radeon PRO series

  1. ^ a b c Boost 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

  1. ^ a b c Boost 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. ^ a b c Boost 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. ^ a b c Boost 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. ^ a b c Boost 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. ^ a b c Boost 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. ^ a b c Boost 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. ^ a b c Boost 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. ^ a b c Boost 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. ^ a b c Boost 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.

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. ^ a b c d e f g h i Vertex shader : Pixel shaders: Texture Mapping Units : Render Output Units
  5. ^ a b c Unified 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

  1. ^ a b c Boost 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. ^ a b c Boost 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. ^ a b c Boost 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. ^ a b c Boost 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. ^ a b c Boost 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. ^ a b c Boost 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. ^ a b c Boost 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. ^ a b c Boost 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

1 Unified 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)

1 Unified 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[338]

Radeon Sky series

1 Unified 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. ^ a b c Boost 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. ^ a b c Boost 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. ^ GCD Refers to a Graphics Compute Die. Each GCD is a different piece of silicon.
  7. ^ 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.

Embedded GPUs

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

Console GPUs

1 Pixel shaders : Vertex shaders : Texture mapping units : Render output units
2 Unified shaders : Texture mapping units : Render output units
3 Unified shaders : Texture mapping units : Render output units : RT Cores
4 The Latte looks similar to the RV730 used in the Radeon HD4650/4670.[675]
5 In most cases, especially in games, half of this data can be considered.[676]

See also

References

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