AMD Radeon HD 6870M

AMD Radeon HD 6870M

About GPU

The AMD Radeon HD 6870M is a mid-range mobile graphics processing unit that offers a solid performance for gaming and multimedia tasks. With 1024MB of GDDR5 memory and a memory clock speed of 1000MHz, this GPU provides sufficient video memory and bandwidth for handling modern games and applications. The 800 shading units and 256KB of L2 cache enable the GPU to handle resource-intensive tasks such as high-resolution gaming and video editing. The TDP of 50W ensures that the GPU can operate efficiently without consuming too much power, which is crucial for mobile devices where battery life is a concern. In terms of performance, the AMD Radeon HD 6870M offers a theoretical performance of 1.08 TFLOPS, which is respectable for a mobile GPU in its class. This level of performance allows users to enjoy smooth and immersive gaming experiences at moderate settings. Overall, the AMD Radeon HD 6870M is a capable mobile GPU that strikes a good balance between performance and power efficiency. While it may not be the top-of-the-line option for hardcore gamers, it offers a solid performance for most gaming and multimedia tasks. If you're in the market for a mid-range mobile GPU that can handle modern games and applications, the AMD Radeon HD 6870M is definitely worth considering.

Basic

Label Name
AMD
Platform
Mobile
Launch Date
January 2011
Model Name
Radeon HD 6870M
Generation
Vancouver
Bus Interface
MXM-B (3.0)
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
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
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.
64.00 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.
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.
1.058 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
1.058 TFLOPS

Compared to Other GPU

FP32 (float) / TFLOPS
1.126 +6.4%
1.097 +3.7%
1.02 -3.6%
1.004 -5.1%