AMD Radeon Pro W5300M

AMD Radeon Pro W5300M

About GPU

The AMD Radeon Pro W5300M is a powerful and efficient GPU designed for mobile workstations. With a base clock of 1000MHz and a boost clock of 1250MHz, this GPU offers impressive performance for professional and creative workloads. The 4GB of GDDR6 memory with a 1500MHz memory clock provides ample memory bandwidth for handling large datasets and complex simulations. With 1280 shading units and 2MB of L2 cache, the Radeon Pro W5300M delivers smooth and responsive graphics rendering, making it well-suited for 3D design, animation, and video editing tasks. The TDP of 85W ensures that the GPU operates efficiently while maintaining high performance, making it a great choice for mobile workstations where power consumption and thermal management are important considerations. The theoretical performance of 3.2 TFLOPS further demonstrates the capability of the Radeon Pro W5300M to handle demanding workloads with ease. Whether you're working with CAD applications, conducting simulations, or editing high-resolution videos, this GPU is up to the task. Overall, the AMD Radeon Pro W5300M is a solid choice for professionals in need of a reliable and high-performance GPU for their mobile workstations. Its combination of power efficiency, ample memory, and strong theoretical performance make it a compelling option for a wide range of professional applications.

Basic

Label Name
AMD
Platform
Mobile
Launch Date
November 2019
Model Name
Radeon Pro W5300M
Generation
Radeon Pro Mobile
Base Clock
1000MHz
Boost Clock
1250MHz
Bus Interface
PCIe 4.0 x8
Transistors
6,400 million
Compute Units
20
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.
80
Foundry
TSMC
Process Size
7 nm
Architecture
RDNA 1.0

Memory Specifications

Memory Size
4GB
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.
40.00 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.
100.0 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.
6.400 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.
200.0 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.
3.136 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.
1280
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
3.136 TFLOPS

Compared to Other GPU

FP32 (float) / TFLOPS
3.342 +6.6%
3.266 +4.1%
3.033 -3.3%