AMD Radeon RX 560X Mobile

AMD Radeon RX 560X Mobile

About GPU

The AMD Radeon RX 560X Mobile GPU is a powerful graphics processing unit designed specifically for mobile platforms. With a memory size of 4GB and GDDR5 memory type, this GPU delivers impressive performance for gaming and content creation on the go. The RX 560X features 896 shading units and a 1024KB L2 cache, allowing for smooth and fluid rendering of graphics-intensive applications. The memory clock of 1750MHz ensures fast data transfer rates, resulting in crisp and clear images on the screen. Additionally, with a TDP of 65W, the GPU strikes a balance between performance and power efficiency, making it suitable for laptops and other mobile devices. In terms of performance, the RX 560X delivers a theoretical performance of 2.192 TFLOPS, enabling it to handle demanding games and complex graphics tasks with ease. In the 3DMark Time Spy benchmark, the GPU scored an impressive 1827, further showcasing its capabilities in rendering high-quality graphics. Overall, the AMD Radeon RX 560X Mobile GPU is a solid choice for users who require a powerful and efficient graphics solution for their mobile devices. Whether for gaming, content creation, or general multimedia usage, the RX 560X delivers excellent performance and is well-suited for demanding applications. With its balance of performance, memory size, and power efficiency, the RX 560X is a strong contender in the mobile GPU market.

Basic

Label Name
AMD
Platform
Mobile
Launch Date
January 2019
Model Name
Radeon RX 560X Mobile
Generation
Mobility Radeon
Bus Interface
PCIe 3.0 x16
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
1750MHz
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.
112.0 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.
19.57 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.
68.49 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.
2.192 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.
137.0 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.
2.236 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
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
2.236 TFLOPS
3DMark Time Spy
Score
1864

Compared to Other GPU

FP32 (float) / TFLOPS
2.335 +4.4%
2.272 +1.6%
2.164 -3.2%
2.107 -5.8%
3DMark Time Spy
5182 +178%
3906 +109.5%
2755 +47.8%