AMD Radeon HD 6850M
About GPU
The AMD Radeon HD 6850M is a solid mid-range graphics processing unit (GPU) designed for mobile platforms. With a memory size of 1024MB and GDDR3 memory type, the GPU provides decent performance for gaming and multimedia applications. The memory clock speed of 800MHz ensures smooth and fast rendering of graphics.
The GPU has 800 shading units, which allows for efficient parallel processing of data, resulting in improved overall performance. Additionally, the 256KB L2 cache helps reduce memory access times, further enhancing the GPU's speed and responsiveness.
One of the standout features of the AMD Radeon HD 6850M is its low thermal design power (TDP) of 50W, which allows for efficient power usage, making it suitable for mobile devices where power consumption is a concern. Despite its low power consumption, the GPU delivers a theoretical performance of 1.08 TFLOPS, making it capable of handling modern games and graphics-intensive applications.
Overall, the AMD Radeon HD 6850M is a reliable choice for users looking for a balance of performance and power efficiency in a mobile GPU. While it may not be as powerful as high-end GPUs, it offers good value for its performance and power consumption. It is well-suited for mid-range gaming laptops and can handle most modern games at moderate settings. If you're in the market for a mid-range mobile GPU, the AMD Radeon HD 6850M is certainly worth considering.
Basic
Label Name
AMD
Platform
Mobile
Launch Date
January 2011
Model Name
Radeon HD 6850M
Generation
Vancouver
Bus Interface
PCIe 2.0 x16
Transistors
1,040 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
40 nm
Architecture
TeraScale 2
Memory Specifications
Memory Size
1024MB
Memory Type
GDDR3
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
800MHz
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.
25.60 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.
10.80 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.
27.00 GTexel/s
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.
1.102
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.
800
L1 Cache
8 KB (per CU)
L2 Cache
256KB
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.
N/A
OpenCL Version
1.2
OpenGL
4.4
DirectX
11.2 (11_0)
Shader Model
5.0
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
1.102
TFLOPS
Compared to Other GPU
FP32 (float)
/ TFLOPS