AMD Radeon RX Vega 11 Embedded
About GPU
The AMD Radeon RX Vega 11 Embedded GPU is an integrated graphics processor that delivers impressive performance for its class. With a base clock of 300MHz and a boost clock of 1251MHz, this GPU is capable of handling a wide range of graphics-intensive tasks, including gaming, video editing, and 3D rendering.
One of the standout features of the Radeon RX Vega 11 is its 704 shading units, which allow for smooth and detailed rendering of graphics. The GPU also boasts a TDP of 35W, making it an energy-efficient option for those looking to build a power-efficient system.
In terms of memory, the Radeon RX Vega 11 utilizes system shared memory, allowing for flexible and efficient memory allocation based on the user's needs. The GPU's theoretical performance of 1.761 TFLOPS ensures that it can handle demanding workloads with ease.
In real-world use, the Radeon RX Vega 11 delivers excellent performance in gaming, with the ability to run modern titles at reasonable settings and resolutions. It also excels in multimedia tasks, providing smooth video playback and efficient video editing capabilities.
Overall, the AMD Radeon RX Vega 11 Embedded GPU is a solid choice for those in need of a capable integrated graphics solution. Its combination of performance, efficiency, and versatility make it a compelling option for a wide range of users, from casual gamers to content creators.
Basic
Label Name
AMD
Platform
Integrated
Launch Date
April 2018
Model Name
Radeon RX Vega 11 Embedded
Generation
Raven Ridge
Base Clock
300MHz
Boost Clock
1251MHz
Bus Interface
IGP
Transistors
4,940 million
Compute Units
11
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.
44
Foundry
GlobalFoundries
Process Size
14 nm
Architecture
GCN 5.0
Memory Specifications
Memory Size
System Shared
Memory Type
System Shared
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.
System Shared
Memory Clock
SystemShared
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.
System Dependent
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.
10.01 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.
55.04 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.
3.523 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.
110.1 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.
1.726
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.
704
TDP
35W
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_1)
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.
8
Benchmarks
FP32 (float)
Score
1.726
TFLOPS
Compared to Other GPU
FP32 (float)
/ TFLOPS