AMD FirePro M5100

AMD FirePro M5100

AMD FirePro M5100 in 2025: Review of an Obsolete Professional Solution

Analysis of a mobile graphics card for laptops a decade after its release

Architecture and Key Features

The FirePro M5100, released in 2014, is based on the Graphics Core Next (GCN) 1.0 architecture, codenamed Venus. It is the first generation of GCN from AMD, aimed at balancing performance and energy efficiency. The card is manufactured on a 28-nm process, which was standard at the time but now seems outdated compared to 5-nm chips.

Unique Features:

- Support for AMD Eyefinity for multi-monitor setups.

- PowerTune technology for dynamic power management.

- Mantle API — a predecessor to Vulkan, accelerating rendering in games.

Modern technologies like FidelityFX, RTX, or DLSS are absent. Ray tracing and hardware-level upscaling are not available.


Memory: Specifications and Impact on Performance

The FirePro M5100 is equipped with 2 GB GDDR5 and has a 128-bit bus. The effective memory frequency is 6000 MHz, providing a bandwidth of 96 GB/s.

For professional tasks in the 2010s, this was sufficient, but by 2025, the memory capacity is critically low:

- Modern games (e.g., Alan Wake 2 or Cyberpunk 2077) require at least 4-6 GB of VRAM even at low settings.

- 3D modeling applications (Blender, Maya) often load scenes sized between 3-8 GB.

Conclusion: 2 GB is the primary bottleneck of this card in today’s conditions.


Gaming Performance

Although the FirePro M5100 was designed for workstations, its gaming capabilities are severely limited in 2025:

- Older titles (2010-2015): GTA V at medium settings in 1080p — 35-45 FPS, The Witcher 3 at low settings — 25-30 FPS.

- Modern games: Fortnite (Performance mode) — 40-50 FPS at 720p, Apex Legends on the lowest settings — 30 FPS.

- 4K resolution is unattainable even for indie games.

Ray tracing is unavailable due to architectural limitations.


Professional Tasks

The card is certified for professional applications, but its relevance in 2025 is questionable:

- Video editing: Basic editing in DaVinci Resolve or Premiere Pro is possible, but 4K rendering will take 3-4 times longer than on modern GPUs.

- 3D rendering: Rendering a simple scene in Blender (Cycles) using OpenCL takes 15-20 minutes compared to 2-3 minutes on an RTX 3050.

- Scientific computations: Support for OpenCL 1.2 is outdated — many modern frameworks (TensorFlow, PyTorch) require CUDA or OpenCL 2.0+.

Important: FirePro M5100 is incompatible with NVIDIA CUDA, limiting its application in machine learning.


Power Consumption and Heat Generation

The TDP of the card is 33 W, typical for mobile solutions from the mid-2010s.

Recommendations:

- Laptops with the FirePro M5100 often have modest cooling systems. Regular cleaning of fans and replacing thermal paste is necessary.

- For stationary use (external docks), a case with good ventilation is required.


Comparison with Competitors

Closest analogs from 2014:

- NVIDIA Quadro K1100M: 2 GB GDDR5, 384 CUDA cores. Better optimized for Autodesk and Adobe, but performs worse in OpenCL tasks.

- AMD FirePro W4170M: a counterpart to the M5100 with similar performance.

As of 2025, even budget GPUs such as the NVIDIA T400 (4 GB GDDR6) or AMD Radeon Pro W5500 (8 GB GDDR6) outperform the M5100 by 3-5 times.


Practical Tips

1. Power Supply: A standard adapter (usually 90-120 W) is sufficient for laptops with the M5100.

2. Compatibility: The card works on Windows 10/11, but drivers were last updated in 2019. For Linux, it is recommended to use the open-source AMDGPU drivers.

3. Optimization: In games, reduce the resolution to 720p and disable anti-aliasing.


Pros and Cons

Pros:

- Low power consumption.

- Reliability (designed for 24/7 operation in workstations).

- Support for multi-monitor configurations.

Cons:

- 2 GB of memory is insufficient for modern tasks.

- Lack of support for new APIs (DirectX 12 Ultimate, Vulkan 1.3).

- Drivers are outdated.


Final Conclusion: Who Is the FirePro M5100 Suitable For in 2025?

This graphics card is a relic of the past, but it still serves a purpose in specific scenarios:

- Owners of old laptops: For simple tasks like web browsing or using office applications.

- Retro hardware enthusiasts: Those who collect or test technologies from the 2010s.

- Budget workstations: If a certified GPU is needed for running legacy software.

Price: New devices with the FirePro M5100 are no longer being made. In the secondary market, laptops equipped with this card range from $100 to $200, but purchasing is only justified for specific needs.

Alternative: For $300-400, one can find laptops with NVIDIA GTX 1650 or AMD Radeon RX 6400, which will offer 5-7 times higher performance and support for modern technologies.

The FirePro M5100 is an example of how quickly technologies can become obsolete. In 2025, it should be viewed only as a temporary solution or a museum exhibit.

Basic

Label Name
AMD
Platform
Mobile
Launch Date
October 2013
Model Name
FirePro M5100
Generation
FirePro Mobile
Base Clock
725MHz
Boost Clock
775MHz
Bus Interface
MXM-A (3.0)
Transistors
1,500 million
Compute Units
10
TMUs
?
Texture Mapping Units (TMUs) serve as components of the GPU, which are capable of rotating, scaling, and distorting binary images, and then placing them as textures onto any plane of a given 3D model. This process is called texture mapping.
40
Foundry
TSMC
Process Size
28 nm
Architecture
GCN 1.0

Memory Specifications

Memory Size
2GB
Memory Type
GDDR5
Memory Bus
?
The memory bus width refers to the number of bits of data that the video memory can transfer within a single clock cycle. The larger the bus width, the greater the amount of data that can be transmitted instantaneously, making it one of the crucial parameters of video memory. The memory bandwidth is calculated as: Memory Bandwidth = Memory Frequency x Memory Bus Width / 8. Therefore, when the memory frequencies are similar, the memory bus width will determine the size of the memory bandwidth.
128bit
Memory Clock
1125MHz
Bandwidth
?
Memory bandwidth refers to the data transfer rate between the graphics chip and the video memory. It is measured in bytes per second, and the formula to calculate it is: memory bandwidth = working frequency × memory bus width / 8 bits.
72.00 GB/s

Theoretical Performance

Pixel Rate
?
Pixel fill rate refers to the number of pixels a graphics processing unit (GPU) can render per second, measured in MPixels/s (million pixels per second) or GPixels/s (billion pixels per second). It is the most commonly used metric to evaluate the pixel processing performance of a graphics card.
12.40 GPixel/s
Texture Rate
?
Texture fill rate refers to the number of texture map elements (texels) that a GPU can map to pixels in a single second.
31.00 GTexel/s
FP64 (double)
?
An important metric for measuring GPU performance is floating-point computing capability. Double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy, while single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
62.00 GFLOPS
FP32 (float)
?
An important metric for measuring GPU performance is floating-point computing capability. Single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks, while double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
0.972 TFLOPS

Miscellaneous

Shading Units
?
The most fundamental processing unit is the Streaming Processor (SP), where specific instructions and tasks are executed. GPUs perform parallel computing, which means multiple SPs work simultaneously to process tasks.
640
L1 Cache
16 KB (per CU)
L2 Cache
256KB
TDP
Unknown
Vulkan Version
?
Vulkan is a cross-platform graphics and compute API by Khronos Group, offering high performance and low CPU overhead. It lets developers control the GPU directly, reduces rendering overhead, and supports multi-threading and multi-core processors.
1.2.170
OpenCL Version
2.1 (1.2)
OpenGL
4.6
DirectX
12 (11_1)
Shader Model
6.5 (5.1)
ROPs
?
The Raster Operations Pipeline (ROPs) is primarily responsible for handling lighting and reflection calculations in games, as well as managing effects like anti-aliasing (AA), high resolution, smoke, and fire. The more demanding the anti-aliasing and lighting effects in a game, the higher the performance requirements for the ROPs; otherwise, it may result in a sharp drop in frame rate.
16

Benchmarks

FP32 (float)
Score
0.972 TFLOPS
Vulkan
Score
10692
OpenCL
Score
10692

Compared to Other GPU

FP32 (float) / TFLOPS
1.072 +10.3%
1.037 +6.7%
1.007 +3.6%
Vulkan
98446 +820.7%
69708 +552%
40716 +280.8%
18660 +74.5%
OpenCL
62821 +487.6%
38843 +263.3%
21442 +100.5%
11291 +5.6%