AMD Radeon Pro 5500M
About GPU
The AMD Radeon Pro 5500M GPU is a high-performance graphics processing unit designed specifically for mobile platforms. With a base clock of 1000MHz and a boost clock of 1450MHz, this GPU offers impressive speed and responsiveness for demanding graphics tasks. It comes with 8GB of GDDR6 memory and a memory clock of 1500MHz, providing ample memory bandwidth for smooth and seamless performance.
With 1536 shading units and 2MB of L2 cache, the Radeon Pro 5500M delivers exceptional rendering and image processing capabilities, making it well-suited for professional graphic design, video editing, and 3D rendering tasks. Additionally, with a TDP of 85W, this GPU strikes a good balance between power efficiency and high performance, making it suitable for use in thin and light laptops without sacrificing on graphical horsepower.
The theoretical performance of 4.454 TFLOPS further underscores the GPU's ability to handle resource-intensive tasks with ease. Whether you're a graphic designer, video editor, or 3D artist, the Radeon Pro 5500M offers the performance and reliability needed to tackle demanding workloads.
In summary, the AMD Radeon Pro 5500M GPU is a formidable graphics solution for professionals on the move. Its impressive specifications, power efficiency, and high performance make it an excellent choice for those in need of a mobile workstation with robust graphics capabilities.
Basic
Label Name
AMD
Platform
Mobile
Launch Date
November 2019
Model Name
Radeon Pro 5500M
Generation
Radeon Pro Mac
Base Clock
1000MHz
Boost Clock
1450MHz
Bus Interface
PCIe 4.0 x8
Transistors
6,400 million
Compute Units
24
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.
96
Foundry
TSMC
Process Size
7 nm
Architecture
RDNA 1.0
Memory Specifications
Memory Size
8GB
Memory Type
GDDR6
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
1500MHz
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.
192.0 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.
46.40 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.
139.2 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.
8.909 TFLOPS
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.
278.4 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.
4.365
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.
1536
L2 Cache
2MB
TDP
85W
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.
1.3
OpenCL Version
2.1
OpenGL
4.6
DirectX
12 (12_1)
Power Connectors
None
Shader Model
6.5
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
4.365
TFLOPS
Blender
Score
403
Vulkan
Score
34633
OpenCL
Score
36453
Compared to Other GPU
FP32 (float)
/ TFLOPS
Blender
Vulkan
OpenCL