AMD Radeon RX Vega 56 Mobile

AMD Radeon RX Vega 56 Mobile

About GPU

The AMD Radeon RX Vega 56 Mobile GPU is a powerhouse graphics card designed for high-performance gaming and professional applications. With a base clock speed of 1138MHz and a boost clock of 1301MHz, this GPU offers impressive performance for demanding tasks. Equipped with 8GB of HBM2 memory running at 800MHz, the Radeon RX Vega 56 delivers high bandwidth and low latency for smooth and responsive gameplay. The 3584 shading units provide ample processing power for complex visual effects and realistic lighting in modern games and graphics-intensive applications. The 4MB of L2 cache helps to reduce memory latency and improve overall performance, while the TDP of 120W strikes a good balance between power efficiency and raw power. The theoretical performance of 9.326 TFLOPS ensures that the RX Vega 56 can handle even the most demanding workloads with ease. In real-world testing, the RX Vega 56 delivers excellent frame rates and smooth gameplay in AAA titles at 1080p and 1440p resolutions. It also performs admirably in professional applications such as 3D rendering and video editing, making it a versatile choice for gamers and content creators alike. Overall, the AMD Radeon RX Vega 56 Mobile GPU offers impressive performance, efficient power consumption, and a robust feature set, making it a compelling option for anyone in the market for a high-performance mobile graphics card.

Basic

Label Name
AMD
Platform
Mobile
Launch Date
June 2018
Model Name
Radeon RX Vega 56 Mobile
Generation
Mobility Radeon
Base Clock
1138MHz
Boost Clock
1301MHz
Bus Interface
PCIe 3.0 x16
Transistors
12,500 million
Compute Units
56
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.
224
Foundry
GlobalFoundries
Process Size
14 nm
Architecture
GCN 5.0

Memory Specifications

Memory Size
8GB
Memory Type
HBM2
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.
2048bit
Memory Clock
800MHz
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.
409.6 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.
83.26 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.
291.4 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.
18.65 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.
582.8 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.
9.513 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.
3584
L1 Cache
16 KB (per CU)
L2 Cache
4MB
TDP
120W
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.
64

Benchmarks

FP32 (float)
Score
9.513 TFLOPS
Blender
Score
620

Compared to Other GPU

FP32 (float) / TFLOPS
10.608 +11.5%
10.114 +6.3%
8.731 -8.2%
Blender
1466 +136.5%
287 -53.7%