AMD Radeon 540X Mobile

AMD Radeon 540X Mobile

About GPU

The AMD Radeon 540X Mobile GPU is a mid-range graphics card designed for laptops and offers fairly decent performance for gaming and multimedia tasks. With a base clock of 980MHz and a boost clock of 1095MHz, it provides snappy performance for a variety of applications. The GPU comes with 2GB of GDDR5 memory with a memory clock speed of 1000MHz, which aids in delivering smooth and responsive gameplay. With 512 shading units and 512KB of L2 cache, the Radeon 540X offers efficient processing power for gaming and content creation. Its TDP of 50W makes it suitable for laptops, ensuring a balance between performance and power efficiency. In terms of gaming performance, the Radeon 540X is capable of handling many popular titles at medium settings, and even some newer games at low settings. It can also handle multimedia tasks such as video editing and 3D rendering with relative ease. Overall, the AMD Radeon 540X Mobile GPU is a solid choice for budget to mid-range laptops, offering good performance for casual gaming and multimedia tasks. While it may not be the best option for high-end gaming or professional content creation, it provides a good balance of performance and power efficiency for the average user. With its theoretical performance of 1.121 TFLOPS, it offers great value for those looking for a capable mobile GPU without breaking the bank.

Basic

Label Name
AMD
Platform
Mobile
Launch Date
February 2019
Model Name
Radeon 540X Mobile
Generation
Mobility Radeon
Base Clock
980MHz
Boost Clock
1095MHz
Bus Interface
PCIe 3.0 x8
Transistors
2,200 million
Compute Units
8
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.
32
Foundry
GlobalFoundries
Process Size
14 nm
Architecture
GCN 4.0

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.
64bit
Memory Clock
1000MHz
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.
32.00 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.
17.52 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.
35.04 GTexel/s
FP16 (half)
?
An important metric for measuring GPU performance is floating-point computing capability. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable. 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.
1121 GFLOPS
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.
70.08 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.
1.143 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.
512
L1 Cache
16 KB (per CU)
L2 Cache
512KB
TDP
50W
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
OpenCL Version
2.1
OpenGL
4.6
DirectX
12 (12_0)
Power Connectors
None
Shader Model
6.4
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
1.143 TFLOPS

Compared to Other GPU

FP32 (float) / TFLOPS
1.178 +3.1%
1.172 +2.5%
1.075 -5.9%