AMD Radeon HD 6970M

AMD Radeon HD 6970M

About GPU

The AMD Radeon HD 6970M GPU is a solid choice for those looking for a high-performance mobile graphics solution. With a memory size of 1024MB and GDDR5 memory type, it offers fast and efficient memory performance. The memory clock of 900MHz ensures smooth and responsive graphic rendering, making it suitable for gaming, content creation, and other graphics-intensive tasks. The GPU features 960 shading units, which allow for complex and detailed visual effects. Additionally, the 512KB L2 cache helps to reduce memory latency, further enhancing overall performance. With a TDP of 75W, this GPU strikes a good balance between power efficiency and performance, making it suitable for a wide range of laptops and mobile workstations. In terms of raw processing power, the AMD Radeon HD 6970M delivers a theoretical performance of 1.306 TFLOPS, making it capable of handling demanding graphics workloads with ease. Whether you're a gamer, a content creator, or a professional in need of reliable graphics performance on the go, this GPU has the potential to meet your needs. Overall, the AMD Radeon HD 6970M GPU offers a compelling combination of performance, power efficiency, and memory capabilities. It's a versatile option for those in need of a high-performance mobile graphics solution, and it's well-suited for a variety of applications.

Basic

Label Name
AMD
Platform
Mobile
Launch Date
January 2011
Model Name
Radeon HD 6970M
Generation
Vancouver
Bus Interface
MXM-B (3.0)
Transistors
1,700 million
Compute Units
12
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.
48
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.
256bit
Memory Clock
900MHz
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.
115.2 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.
21.76 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.
32.64 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.
1.28 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.
960
L1 Cache
8 KB (per CU)
L2 Cache
512KB
TDP
75W
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)
Power Connectors
None
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.
32

Benchmarks

FP32 (float)
Score
1.28 TFLOPS

Compared to Other GPU

FP32 (float) / TFLOPS
1.325 +3.5%
1.254 -2%
1.235 -3.5%