AMD Radeon Pro WX 3200 Mobile
About GPU
The AMD Radeon Pro WX 3200 Mobile GPU is a high-performance graphics processing unit designed specifically for mobile platforms. With a 4GB GDDR5 memory size and a memory clock speed of 1000MHz, this GPU offers impressive performance for professional graphics workloads.
One of the standout features of the Radeon Pro WX 3200 is its 1.385 TFLOPS theoretical performance, making it well-suited for demanding tasks such as 3D rendering, video editing, and CAD applications. With 640 shading units and 512KB of L2 cache, the GPU is able to handle complex graphics tasks with ease.
The 65W TDP ensures that the GPU strikes a good balance between performance and power efficiency, making it suitable for use in thin and light mobile workstations.
In terms of performance, the Radeon Pro WX 3200 delivers excellent results in real-world applications, providing smooth and responsive graphics performance for professional users. Its strong performance and efficient power usage make it a compelling choice for professionals in need of a mobile workstation that can handle intensive graphics workloads.
Overall, the AMD Radeon Pro WX 3200 Mobile GPU offers impressive performance, power efficiency, and reliability, making it a solid choice for professionals who require a high-performance GPU for their mobile workstations. Whether you're working on 3D design, video editing, or other graphics-intensive tasks, this GPU has the power to handle it all.
Basic
Label Name
AMD
Platform
Mobile
Launch Date
July 2019
Model Name
Radeon Pro WX 3200 Mobile
Generation
Radeon Pro Mobile
Bus Interface
PCIe 3.0 x8
Transistors
2,200 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.
32
Foundry
GlobalFoundries
Process Size
14 nm
Architecture
GCN 4.0
Memory Specifications
Memory Size
4GB
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.
17.31 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.
34.62 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.
1385 GFLOPS
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.
86.56 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.
1.413
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.
640
L1 Cache
16 KB (per CU)
L2 Cache
512KB
TDP
65W
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.
1.2
OpenCL Version
2.1
OpenGL
4.6
DirectX
12 (12_0)
Power Connectors
None
Shader Model
6.4
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
1.413
TFLOPS
Compared to Other GPU
FP32 (float)
/ TFLOPS