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:
Modelo : nombre comercial de la GPU asignado por AMD / ATI . Tenga en cuenta que las marcas comerciales de ATI han sido reemplazadas por marcas comerciales de AMD, comenzando con la serie Radeon HD 6000 para computadoras de escritorio y la serie AMD FirePro para gráficos profesionales.
Nombre en código : el nombre en código de ingeniería interna para la GPU.
Operaciones de vértices : la cantidad de operaciones de geometría que se pueden procesar en los sombreadores de vértices en un segundo (solo se aplica a GPU Direct3D 9.0c y anteriores). Se mide en vértices/s.
Memoria
Tipo de bus : tipo de bus de memoria utilizado.
Ancho de bus : ancho de bits máximo del bus de memoria utilizado.
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 toda la placa, incluida 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 cálculo compatibles con la GPU y el controlador.
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.
^ 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 .
^ 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).
^ La compatibilidad con OpenGL 4+ requiere soporte para sombreadores FP64 y estos se emulan en algunos chips TeraScale que utilizan hardware de 32 bits.
^ abc El UVD y el VCE fueron reemplazados por el Video Core Next (VCN) ASIC en la implementación de APU Raven Ridge de Vega.
^ 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.
^ 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.
^ Es posible que se admitan más pantallas con conexiones DisplayPort nativas o dividiendo la resolución máxima entre varios monitores con convertidores activos.
^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.
^ 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 .
^ 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).
^ La compatibilidad con OpenGL 4+ requiere soporte para sombreadores FP64 y estos se emulan en algunos chips TeraScale que utilizan hardware de 32 bits.
Todos los modelos incluyen Direct3D 7.0 y OpenGL 1.3
Las tarjetas R100 se lanzaron originalmente sin ninguna numeración como Radeon SDR, DDR, LE y VE; estos productos luego fueron "rebautizados" con sus nombres dentro del esquema de nombres numerados, cuando se presentó la serie Radeon 8000.
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 incluyen Direct3D 7.0 y OpenGL 1.3
Todos los modelos incluyen Direct3D 9.0b y OpenGL 2.0
Basado en Radeon X700
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 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)
Todos los modelos Radeon HD 4000 IGP incluyen Direct3D 10.1 y OpenGL 2.0 [37]
^ 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.
^ 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.
^ 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).
^ 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).
^ 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 .
^ 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.
Todos los modelos cuentan con la interfaz de bus UNB/MC
Todos los modelos carecen de FP de doble precisión.
Con actualización de controlador OpenGL 4.4 disponible (última versión Catalyst 15.12). OpenGL 4.5 disponible con Crimson Beta (versión de controlador 15.30 o superior).
Todos los modelos cuentan con filtrado anisotrópico independiente del ángulo, UVD3 y capacidades AMD Eyefinity , con hasta tres salidas.
Todos los modelos cuentan con aceleración de discos Blu-ray 3D.
GPU integradas como parte de las APU de la plataforma Lynx de AMD .
^ abcdef Los valores de refuerzo (si están disponibles) se indican debajo del valor base en cursiva .
^ 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).
^ 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).
^ 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 .
^ 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.
^ abcdef Los valores de refuerzo (si están disponibles) se indican debajo del valor base en cursiva .
^ 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).
^ 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).
^ 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 .
^ 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.
^ abcdef Los valores de refuerzo (si están disponibles) se indican debajo del valor base en cursiva .
^ 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).
^ 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).
^ 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 .
^ 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]
^ 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
en
a
mi
^ abcdef Los valores de refuerzo (si están disponibles) se indican debajo del valor base en cursiva .
^ 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).
^ 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).
^ 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.
^ 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
en
a
mi
^ Los valores de refuerzo (si están disponibles) se indican debajo del valor base en cursiva .
^ 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).
^ 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).
^ 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 .
^ abcdef Los valores de refuerzo (si están disponibles) se indican debajo del valor base en cursiva .
^ 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).
^ 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).
^ 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 .
^ 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.
^ El proceso 12LP de 12 nm de GlobalFoundries se basa en el proceso 14LPP de 14 nm de Samsung. [101]
Serie Radeon RX Vega
en
a
mi
^ Los valores de refuerzo (si están disponibles) se indican debajo del valor base en cursiva .
^ 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).
^ 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).
^ 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 .
^ Los valores de refuerzo (si están disponibles) se indican debajo del valor base en cursiva .
^ 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).
^ 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).
^ 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 .
^ Los valores de refuerzo (si están disponibles) se indican debajo del valor base en cursiva .
^ 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).
^ 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).
^ 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 .
^ Los valores de refuerzo (si están disponibles) se indican debajo del valor base en cursiva .
^ 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).
^ 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).
^ 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 .
^ abc Navi 24 carece de codificador de vídeo de hardware.
^ Se desconoce la fecha de lanzamiento real; en su lugar, aparece la fecha de lanzamiento de RX 6300M.
Serie Radeon RX 7000
en
a
mi
^ Tamaño aproximado de todos los dados activos (un GCD y hasta seis MCD ). [202]
^ Los valores de refuerzo (si están disponibles) se indican debajo del valor base en cursiva .
^ 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).
^ 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).
^ 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 .
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
v
t
e
^Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the core clock speed.
^Pixel fillrate is calculated as the number of Render Output Units multiplied by the core clock speed.
^Single Precision performance is calculated from the core clock speed based on a FMA operation.
^ a b cBoost values (if available) are stated below the base value in italic.
^Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
^Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
^Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
^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.
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[323]
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[328]
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.[329][330]
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.[331]
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[338]
FirePro D-Series
In 2014, AMD released the D-Series specifically for Mac Pro workstations.[339]
Vulkan 1.0 and OpenGL 4.5 possible for GCN with Driver Update FirePro equal to Radeon Crimson 16.3 or higher.[329][330] 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.[343]
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.[331]
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[338]
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.[331]
Radeon PRO series
v
t
e
^ a b cBoost values (if available) are stated below the base value in italic.
^Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
^Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
^Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
^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.
^ a b cBoost values (if available) are stated below the base value in italic.
^Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
^Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
^Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
^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
v
t
e
^Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
^Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
^Single precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
Vulkan 1.0 and OpenGL 4.5 possible for GCN with Driver Update FirePro equal to Radeon Crimson 16.3 or higher.[329] OpenGL 4.5 was only in Windows available.[330] Actual Linux Driver support OpenGL 4.5 and Vulkan 1.0, but only OpenCL 1.2 by AMDGPU Driver 16.60.[343]
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.[331]
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[338]
^GCD Refers to a Graphics Compute Die. Each GCD is a different piece of silicon.
^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.
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.[675] 5 In most cases, especially in games, half of this data can be considered.[676]
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