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Lista de unidades de procesamiento gráfico AMD

La siguiente es una lista que contiene información general sobre las GPU y tarjetas de video fabricadas por AMD , incluidas aquellas fabricadas por ATI Technologies antes de 2006, según las especificaciones oficiales en forma de tabla.

Explicaciones de campo

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

Debido a que las convenciones cambian con el tiempo, algunas definiciones numéricas, como la configuración del núcleo, el reloj del núcleo, el rendimiento y la memoria, no se deben comparar de forma individual entre generaciones. Las siguientes tablas son solo para uso de referencia y no reflejan el rendimiento real.

Aceleración de códecs de vídeo

Descripción general de las características

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

  1. ^ La serie Radeon 100 tiene sombreadores de píxeles programables, pero no son totalmente compatibles con DirectX 8 o Pixel Shader 1.0. Consulte el artículo sobre los sombreadores de píxeles de la serie R100 .
  2. ^ Las tarjetas basadas en R300, R400 y R500 no son totalmente compatibles con OpenGL 2+ ya que el hardware no admite todos los tipos de texturas que no sean de potencia de dos (NPOT).
  3. ^ La compatibilidad con OpenGL 4+ requiere soporte para sombreadores FP64 y estos se emulan en algunos chips TeraScale que utilizan hardware de 32 bits.
  4. ^ abc El UVD y el VCE fueron reemplazados por el Video Core Next (VCN) ASIC en la implementación de APU Raven Ridge de Vega.
  5. ^ Procesamiento de vídeo para la técnica de interpolación de velocidad de fotogramas de vídeo. En Windows funciona como un filtro DirectShow en su reproductor. En Linux no hay soporte por parte de los controladores y/o la comunidad.
  6. ^ ab Para reproducir contenido de video protegido, también se requiere compatibilidad con tarjeta, sistema operativo, controlador y aplicaciones. Para esto también 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.
  7. ^ Es posible que se admitan más pantallas con conexiones DisplayPort nativas o dividiendo la resolución máxima entre varios monitores con convertidores activos.
  8. ^ab DRM ( Direct Rendering Manager ) es un componente del núcleo de Linux. AMDgpu es el módulo del núcleo de Linux. La compatibilidad que se muestra en esta tabla se refiere a la versión más actual.

Descripción general de la API

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

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

[21] [22] [23]

GPU de escritorio

Serie maravilla

Serie Mach

Serie Rage

1 Tuberías 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

1 Canalizaciones 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)

1 canalizaciones de píxeles  : sombreadores de vértices  : unidades de mapeo de texturas  : unidades de salida de renderizado

Serie Radeon R200

1 Sombreadores de píxeles  : Sombreadores de vértices  : Unidades de mapeo de texturas  : Unidades de salida de renderizado

IGP (serie 9000)

1 Sombreadores de píxeles  : Sombreadores de vértices  : Unidades de mapeo de texturas  : Unidades de salida de renderizado

Serie Radeon R300

AGP (serie 9000, serie X1000)

1 Sombreadores de píxeles  : Sombreadores de vértices  : Unidades de mapeo de texturas  : Unidades de salida de renderizado
2 La versión de 256 bits del 9800 SE, cuando se desbloquea para tuberías de 8 píxeles con modificaciones de controladores de terceros, debería funcionar casi como un 9800 Pro completo. [35]

PCIe (serie X3xx, X5xx, X6xx, X1000)

1 Sombreadores de píxeles  : Sombreadores de vértices  : Unidades de mapeo de texturas  : Unidades de salida de renderizado

IGP (serie X2xx, 11xx)

1 Sombreadores de píxeles  : Sombreadores de vértices  : Unidades de mapeo de texturas  : Unidades de salida de renderizado

Serie Radeon R400

AGP (X7xx, X8xx)

1 Sombreadores de píxeles  : Sombreadores de vértices  : Unidades de mapeo de texturas  : Unidades de salida de renderizado

PCIe (series X5xx, X7xx, X8xx, X1000)

1 Sombreadores de píxeles  : Sombreadores de vértices  : Unidades de mapeo de texturas  : Unidades de salida de renderizado

IGP (X12xx, 21xx)

Serie Radeon X1000

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

1 Sombreadores de píxeles  : Sombreadores de vértices  : Unidades de mapeo de texturas  : Unidades de salida de renderizado

Serie Radeon HD 2000

Serie Radeon HD 3000

IGP (HD 3000)

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 cuadros .

Serie Todo en Maravilla

1 Sombreadores de píxeles  : Sombreadores de vértices  : Unidades de mapeo de texturas  : Unidades de salida de renderizado
2 Sombreadores 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 del doble como ocurre con otras memorias DDR.
3 El TDP son valores de TDP de diseño de referencia de AMD. Los diferentes diseños de placas que no sean de referencia de los proveedores pueden generar ligeras variaciones en el TDP real.
4 Todos los modelos cuentan con UVD2 y PowerPlay .

IGP (HD 4000)

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 cuadros .

Serie Radeon HD 5000


  1. ^ Sombreadores unificados  : Unidades de mapeo de texturas  : Unidades de salida de renderizado
  2. ^ El TDP son valores de TDP de diseño de referencia de AMD. Los distintos diseños de placas que no son de referencia de los proveedores pueden generar ligeras variaciones en el TDP real.
  3. ^ Todos los chips cuentan con AMD Eyefinity , pero la tarjeta Radeon HD 5870 Eyefinity Edition también tiene seis salidas mini DisplayPort , todas las cuales pueden estar activas simultáneamente.


Serie Radeon HD 6000

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

  1. ^ La tasa de relleno de textura se calcula como la cantidad de unidades de mapeo de textura multiplicada por la velocidad del reloj del núcleo base (o aumentada).
  2. ^ La tasa de relleno de píxeles se calcula como la cantidad de unidades de salida de renderizado multiplicada por la velocidad del reloj del núcleo base (o potenciada).
  3. ^ El rendimiento de precisión se calcula a partir de la velocidad del reloj del núcleo base (o de refuerzo) en función de una operación FMA .
  4. ^ La tasa de transferencia de datos efectiva de GDDR5 es el cuádruple de su reloj nominal, en lugar del doble como ocurre con la memoria DDR.
  5. ^ Sombreadores unificados  : Unidades de mapeo de texturas  : Unidades de salida de renderizado


IGP (HD 6000)

  1. ^ Sombreadores unificados  : Unidades de mapeo de texturas  : Unidades de salida de renderizado
  2. ^ TDP especificado para diseños de referencia de AMD, incluye el consumo de energía de la CPU. El TDP real de los productos minoristas puede variar.
  3. ^ La serie A4-3300 ejecuta 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. ^ abcdef Los valores de refuerzo (si están disponibles) se indican debajo del valor base en cursiva .
  2. ^ La tasa de relleno de textura se calcula como la cantidad de unidades de mapeo de textura multiplicada por la velocidad del reloj del núcleo base (o potenciada).
  3. ^ La tasa de relleno de píxeles se calcula como la cantidad de unidades de salida de renderizado multiplicada por la velocidad del reloj del núcleo base (o aumentada).
  4. ^ El rendimiento de precisión ab se calcula a partir de la velocidad del reloj del núcleo base (o de refuerzo) en función de una operación FMA .
  5. ^ ab La tasa de transferencia de datos efectiva de GDDR5 es cuatro veces su reloj nominal, en lugar del doble como ocurre con la memoria DDR.
  6. ^ ab Unified Shaders  : Unidades de mapeo de texturas  : Unidades de salida de renderizado
  7. ^ Carece de codificador de vídeo de hardware


IGP (HD 7000)


  1. ^ Sombreadores unificados  : Unidades de mapeo de texturas  : Unidades de salida de renderizado
  2. ^ TDP especificado para diseños de referencia de AMD, incluye el consumo de energía de la CPU. El TDP real de los productos minoristas puede variar.
  3. ^ OpenGL 4.5 es posible para Terascale 3 con AMD Radeon Software Crimson Beta (controlador 15.30 o superior). [39]
  4. ^ ab Carece de codificador de vídeo de hardware


Serie Radeon HD 8000

  1. ^ abcdef Los valores de refuerzo (si están disponibles) se indican debajo del valor base en cursiva .
  2. ^ La tasa de relleno de textura se calcula como la cantidad de unidades de mapeo de textura multiplicada por la velocidad del reloj del núcleo base (o potenciada).
  3. ^ La tasa de relleno de píxeles se calcula como la cantidad de unidades de salida de renderizado multiplicada por la velocidad del reloj del núcleo base (o aumentada).
  4. ^ El rendimiento de precisión ab se calcula a partir de la velocidad del reloj del núcleo base (o de refuerzo) en función de una operación FMA .
  5. ^ ab La tasa de transferencia de datos efectiva de GDDR5 es cuatro veces su reloj nominal, en lugar del doble como con la memoria DDR.
  6. ^ ab Unified Shaders  : Unidades de mapeo de texturas  : Unidades de salida de renderizado
  7. ^ Carece de codificador de vídeo de hardware


Serie Radeon 200

  1. ^ abcdef Los valores de refuerzo (si están disponibles) se indican debajo del valor base en cursiva .
  2. ^ La tasa de relleno de textura se calcula como la cantidad de unidades de mapeo de textura multiplicada por la velocidad del reloj del núcleo base (o potenciada).
  3. ^ La tasa de relleno de píxeles se calcula como la cantidad de unidades de salida de renderizado multiplicada por la velocidad del reloj del núcleo base (o aumentada).
  4. ^ El rendimiento de precisión ab se calcula a partir de la velocidad del reloj del núcleo base (o de refuerzo) en función de una operación FMA .
  5. ^ ab Unified Shaders  : Unidades de mapeo de texturas  : Unidades de salida de renderizado
  6. ^ Carece de codificador de vídeo de hardware
  7. ^ La R9 285 utiliza una compresión de color sin pérdida que puede aumentar el rendimiento efectivo de la memoria (en relación con las tarjetas GCN de 1.ª y 2.ª generación ) en determinadas situaciones. [53] [55]
  8. ^ ab El reloj base de R9 290 y R9 290X se mantendrá en 947 MHz y 1000 MHz antes de alcanzar los 95 °C, respectivamente. [58]


Serie Radeon 300

  1. ^ abcdef Los valores de refuerzo (si están disponibles) se indican debajo del valor base en cursiva .
  2. ^ La tasa de relleno de textura se calcula como la cantidad de unidades de mapeo de textura multiplicada por la velocidad del reloj del núcleo base (o potenciada).
  3. ^ La tasa de relleno de píxeles se calcula como la cantidad de unidades de salida de renderizado multiplicada por la velocidad del reloj del núcleo base (o aumentada).
  4. ^ El rendimiento de precisión ab se calcula a partir de la velocidad de reloj del núcleo base (o de refuerzo) en función de una operación FMA . El rendimiento de precisión doble de las tarjetas Hawaii es 1/8 del rendimiento de precisión simple, para las otras es 1/16 del rendimiento de precisión simple.
  5. ^ ab Unified Shaders  : Unidades de mapeo de texturas  : Unidades de salida de renderizado
  6. ^ La R9 380 utiliza una compresión de color sin pérdida que puede aumentar el rendimiento efectivo de la memoria (en relación con las tarjetas GCN de 1.ª y 2.ª generación ) en determinadas situaciones. [ cita requerida ]


Serie Radeon 400

  1. ^ Los valores de refuerzo (si están disponibles) se indican debajo del valor base en cursiva .
  2. ^ La tasa de relleno de textura se calcula como la cantidad de unidades de mapeo de textura multiplicada por la velocidad del reloj del núcleo base (o aumentada).
  3. ^ La tasa de relleno de píxeles se calcula como la cantidad de unidades de salida de renderizado multiplicada por la velocidad del reloj del núcleo base (o potenciada).
  4. ^ El rendimiento de precisión se calcula a partir de la velocidad del reloj del núcleo base (o de refuerzo) en función de una operación 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 es de segunda fuente , Samsung Electronics . [89]


Serie Radeon 500

  1. ^ abcdef Los valores de refuerzo (si están disponibles) se indican debajo del valor base en cursiva .
  2. ^ La tasa de relleno de textura se calcula como la cantidad de unidades de mapeo de textura multiplicada por la velocidad del reloj del núcleo base (o potenciada).
  3. ^ La tasa de relleno de píxeles se calcula como la cantidad de unidades de salida de renderizado multiplicada por la velocidad del reloj del núcleo base (o aumentada).
  4. ^ El rendimiento de precisión ab se calcula a partir de la velocidad del reloj del núcleo base (o de refuerzo) en función de una operación FMA .
  5. ^ ab Sombreadores unificados  : Unidades de mapeo de texturas  : Unidades de salida de renderizado y Unidades de cómputo (CU)
  6. ^ ab Carece de codificador y decodificador de video de hardware
  7. ^ El proceso FinFET 14LPP de 14 nm de GlobalFoundries es de segunda fuente , Samsung Electronics . [101]
  8. ^ En octubre de 2017, AMD denominó un chip Polaris adicional como "RX 560", aunque presenta menos unidades de sombreado y mapeo de texturas que el primer RX 560 lanzado.
  9. ^ El proceso 12LP de 12 nm de GlobalFoundries se basa en el proceso 14LPP de 14 nm de Samsung. [101]


Serie Radeon RX Vega

  1. ^ Los valores de refuerzo (si están disponibles) se indican debajo del valor base en cursiva .
  2. ^ La tasa de relleno de textura se calcula como la cantidad de unidades de mapeo de textura multiplicada por la velocidad del reloj del núcleo base (o aumentada).
  3. ^ La tasa de relleno de píxeles se calcula como la cantidad de unidades de salida de renderizado multiplicada por la velocidad del reloj del núcleo base (o potenciada).
  4. ^ El rendimiento de precisión se calcula a partir de la velocidad del reloj del núcleo base (o de refuerzo) en función de una operación 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 es de segunda fuente , Samsung Electronics .

Serie Radeon VII

  1. ^ Los valores de refuerzo (si están disponibles) se indican debajo del valor base en cursiva .
  2. ^ La tasa de relleno de textura se calcula como la cantidad de unidades de mapeo de textura multiplicada por la velocidad del reloj del núcleo base (o aumentada).
  3. ^ La tasa de relleno de píxeles se calcula como la cantidad de unidades de salida de renderizado multiplicada por la velocidad del reloj del núcleo base (o potenciada).
  4. ^ El rendimiento de precisión se calcula a partir de la velocidad del reloj del núcleo base (o de refuerzo) en función de una operación FMA .
  5. ^ Sombreadores unificados  : Unidades de mapeo de texturas  : Unidades de salida de renderizado y Unidades de cómputo (CU)

Serie Radeon RX 5000

  1. ^ Los valores de refuerzo (si están disponibles) se indican debajo del valor base en cursiva .
  2. ^ La tasa de relleno de textura se calcula como la cantidad de unidades de mapeo de textura multiplicada por la velocidad del reloj del núcleo base (o aumentada).
  3. ^ La tasa de relleno de píxeles se calcula como la cantidad de unidades de salida de renderizado multiplicada por la velocidad del reloj del núcleo base (o potenciada).
  4. ^ El rendimiento de precisión se calcula a partir de la velocidad del reloj del núcleo base (o de refuerzo) en función de una operación FMA .
  5. ^ Sombreadores unificados  : Unidades de mapeo de texturas  : Unidades de salida de renderizado y Unidades de cómputo (CU)


Serie Radeon RX 6000

  1. ^ Los valores de refuerzo (si están disponibles) se indican debajo del valor base en cursiva .
  2. ^ La tasa de relleno de textura se calcula como la cantidad de unidades de mapeo de textura multiplicada por la velocidad del reloj del núcleo base (o aumentada).
  3. ^ La tasa de relleno de píxeles se calcula como la cantidad de unidades de salida de renderizado multiplicada por la velocidad del reloj del núcleo base (o potenciada).
  4. ^ El rendimiento de precisión se calcula a partir de la velocidad del reloj del núcleo base (o de refuerzo) en función de una operación FMA .
  5. ^ Sombreadores unificados  : Unidades de mapeo de texturas  : Unidades de salida de renderizado  : Aceleradores de rayos y unidades de cómputo (CU)
  6. ^ abc Navi 24 carece de codificador de vídeo de hardware.
  7. ^ Se desconoce la fecha de lanzamiento real; en su lugar, aparece la fecha de lanzamiento de RX 6300M.

Serie Radeon RX 7000

  1. ^ Tamaño aproximado de todos los dados activos (un GCD y hasta seis MCD ). [202]
  2. ^ Los valores de refuerzo (si están disponibles) se indican debajo del valor base en cursiva .
  3. ^ La tasa de relleno de textura se calcula como la cantidad de unidades de mapeo de textura multiplicada por la velocidad del reloj del núcleo base (o aumentada).
  4. ^ La tasa de relleno de píxeles se calcula como la cantidad de unidades de salida de renderizado multiplicada por la velocidad del reloj del núcleo base (o potenciada).
  5. ^ El rendimiento de precisión se calcula a partir de la velocidad del reloj del núcleo base (o de refuerzo) en función de una operación FMA .
  6. ^ Sombreadores unificados  : Unidades de mapeo de texturas  : Unidades de salida de renderizado  : Aceleradores de rayos  : Aceleradores de IA y unidades de cómputo (CU)

GPU móviles

Estas GPU están integradas en la placa base u ocupan un módulo PCI Express móvil (MXM) .

Serie Rage Mobility

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

Serie Movilidad Radeon

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

Movilidad Radeon series X300, X600, X700, X800

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

Serie Movilidad Radeon X1000

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

Serie Movilidad Radeon HD 2000

OpenGL 3.3 es posible con los últimos controladores para todos los 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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