AMD Radeon RX 560 Mobile
About GPU
The AMD Radeon RX 560 Mobile GPU is a mid-range graphics card designed for laptops and offers a solid performance for gaming and other graphics-intensive tasks. With a base clock speed of 784MHz and a boost clock speed of 1032MHz, this GPU provides a good balance of power efficiency and performance.
Equipped with 4GB of GDDR5 memory and a memory clock speed of 1710MHz, the Radeon RX 560 Mobile is capable of handling modern games and multimedia applications with ease. The 896 shading units and 1024KB of L2 cache contribute to the GPU's overall processing power, allowing for smooth and consistent performance.
With a TDP of 55W, the RX 560 Mobile strikes a good balance between power consumption and performance, making it a suitable choice for laptops with decent cooling solutions. The theoretical performance of 1.849 TFLOPS further solidifies its position as a capable mid-range GPU.
Overall, the AMD Radeon RX 560 Mobile GPU is a reliable option for gamers and content creators looking for a budget-friendly graphics solution for their laptops. It offers a good mix of performance, power efficiency, and affordability, making it a suitable choice for mid-range laptops. Whether you're looking to play the latest games or work on graphics-intensive projects, the RX 560 Mobile is up to the task.
Basic
Label Name
AMD
Platform
Mobile
Launch Date
January 2017
Model Name
Radeon RX 560 Mobile
Generation
Mobility Radeon
Base Clock
784MHz
Boost Clock
1032MHz
Bus Interface
MXM-B (3.0)
Transistors
3,000 million
Compute Units
14
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.
56
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
1710MHz
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.
109.4 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.
16.51 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.
57.79 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.
1.849 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.
115.6 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.
1.812
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.
896
L1 Cache
16 KB (per CU)
L2 Cache
1024KB
TDP
55W
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
1.812
TFLOPS
Compared to Other GPU
FP32 (float)
/ TFLOPS