AMD Radeon RX 6800S
About GPU
The AMD Radeon RX 6800S is a powerful and efficient GPU that delivers excellent performance for gaming and professional applications. With a base clock of 1800MHz and a boost clock of 2100MHz, this GPU offers smooth and consistent performance in even the most demanding tasks. The 8GB of GDDR6 memory and a memory clock of 2000MHz ensure fast and responsive performance, while the 2048 shading units and 2MB of L2 cache contribute to impressive rendering capabilities.
One of the standout features of the RX 6800S is its TDP of 100W, which makes it an efficient option for those looking to minimize power consumption without sacrificing performance. Despite its modest power requirements, the RX 6800S still manages to deliver a theoretical performance of 8.602 TFLOPS, making it suitable for high-end gaming and content creation tasks.
In benchmark tests, the RX 6800S performs admirably, scoring an impressive 8911 in 3DMark Time Spy. This indicates its ability to handle modern gaming titles at high resolutions and frame rates, as well as complex 3D rendering and computational tasks.
Overall, the AMD Radeon RX 6800S is a well-rounded GPU that offers strong performance, efficient power consumption, and a competitive price point. Whether you're a gamer, content creator, or professional user, the RX 6800S is a compelling option that delivers excellent value for its capabilities.
Basic
Label Name
AMD
Platform
Mobile
Launch Date
January 2022
Model Name
Radeon RX 6800S
Generation
Mobility Radeon
Base Clock
1800MHz
Boost Clock
2100MHz
Bus Interface
PCIe 4.0 x8
Transistors
11,060 million
RT Cores
32
Compute Units
32
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.
128
Foundry
TSMC
Process Size
7 nm
Architecture
RDNA 2.0
Memory Specifications
Memory Size
8GB
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
2000MHz
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.
256.0 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.
134.4 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.
268.8 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.
17.20 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.
537.6 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.
8.774
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.
2048
L1 Cache
128 KB per Array
L2 Cache
2MB
TDP
100W
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 Ultimate (12_2)
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.
64
Benchmarks
FP32 (float)
Score
8.774
TFLOPS
3DMark Time Spy
Score
9089
Blender
Score
1064
Vulkan
Score
79806
OpenCL
Score
72374
Compared to Other GPU
FP32 (float)
/ TFLOPS
3DMark Time Spy
Blender
Vulkan
OpenCL