AMD Radeon RX 550 Mobile
About GPU
The AMD Radeon RX 550 Mobile GPU is a solid mid-range option for those in need of a capable graphics card for their gaming or multimedia needs. With a base clock speed of 1100MHz and a boost clock speed of 1287MHz, this GPU offers respectable performance for its price point. The 2GB of GDDR5 memory, operating at a clock speed of 1500MHz, provides sufficient memory bandwidth for smooth gaming and multimedia playback.
With 640 shading units and a 512KB L2 cache, the RX 550 Mobile GPU offers good processing power, making it suitable for mid-level gaming and content creation tasks. The theoretical performance of 1.647 TFLOPS further confirms its ability to handle demanding applications.
In terms of power consumption, the RX 550 Mobile GPU has a TDP of 50W, which is quite reasonable for a mobile GPU of its class. This makes it an efficient choice for laptops and other mobile devices, allowing for extended battery life without sacrificing performance.
Overall, the AMD Radeon RX 550 Mobile GPU is a solid choice for budget-conscious gamers and content creators who are looking for a reliable graphics solution. While it may not offer the same level of performance as higher-end GPUs, it provides a good balance of power efficiency and performance for its price range. If you're in the market for a capable mid-range mobile GPU, the RX 550 is definitely worth considering.
Basic
Label Name
AMD
Platform
Mobile
Launch Date
July 2017
Model Name
Radeon RX 550 Mobile
Generation
Mobility Radeon
Base Clock
1100MHz
Boost Clock
1287MHz
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.
40
Foundry
GlobalFoundries
Process Size
14 nm
Architecture
GCN 4.0
Memory Specifications
Memory Size
2GB
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
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.
96.00 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.
20.59 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.
51.48 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.
1.647 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.
103.0 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.
1.614
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
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.
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
1.614
TFLOPS
Compared to Other GPU
FP32 (float)
/ TFLOPS