AMD Radeon Vega 11

AMD Radeon Vega 11

AMD Radeon Vega 11: Compact Graphics for Budget PCs and Starting Your Gaming Journey

April 2025


Introduction

In a world where discrete graphics cards are becoming increasingly powerful (and expensive), integrated solutions remain a lifesaver for budget builds. The AMD Radeon Vega 11 is a built-in GPU that continues to impress with its versatility, even in 2025. Let's explore who this graphics card is suitable for and what tasks it can handle.


1. Architecture and Key Features

Vega Architecture: Based on the GCN 5.0 (Graphics Core Next) microarchitecture that debuted back in 2017. Despite its age, driver optimizations and support for modern APIs (DirectX 12, Vulkan) keep Vega 11 relevant.

Manufacturing Process: 14 nm (GlobalFoundries) — modest for 2025, but power efficiency is balanced by a low TDP.

Unique Features:

- Radeon FidelityFX: A toolkit for enhancing graphics (contrast sharpening, upscaling).

- FreeSync: Support for adaptive sync with monitors.

- No RT cores: Hardware ray tracing is not available, but it can work in some games through software (at low FPS).


2. Memory: Type, Volume, and Bandwidth

Memory Type: System DDR4 — the main limitation of Vega 11. The amount of allocated VRAM can be adjusted in the BIOS (up to 2 GB), but in practice, it uses up to 50% of the RAM.

Bandwidth: Depends on the speed of the RAM. For example:

- DDR4-2400: 38.4 GB/s.

- DDR4-3200: 51.2 GB/s.

Tip: Use dual-channel mode and memory with a frequency of 3200 MHz or higher — this will increase FPS by 15-20%.


3. Gaming Performance

Vega 11 is designed for 1080p/30-60 FPS in low and medium settings. Examples (2025):

- CS2 (Counter-Strike 2): 70-90 FPS (low settings).

- Fortnite: 45-55 FPS (medium, no RT).

- The Witcher 3 (Remastered): 30-35 FPS (low).

- Indie Projects (Hades 2, Stardew Valley): 60+ FPS.

4K? Only for older games (e.g., Skyrim) or video streaming.


4. Professional Tasks

Video Editing: In Adobe Premiere Pro, rendering 1080p videos will take 2-3 times longer than on a discrete card. Hardware acceleration via VCE (Video Coding Engine) helps.

3D Modeling: Blender and Maya work, but complex scenes will lag. It is recommended to model low-polygon objects.

Scientific Calculations: OpenCL support allows using Vega 11 for simple simulations (e.g., in MATLAB), but for neural networks or rendering, it is better to choose a GPU with CUDA.


5. Power Consumption and Heat Generation

TDP: 65 W (included with processors like the Ryzen 5 5600G).

Cooling:

- The stock cooler can handle loads up to 80%.

- For gaming, a case with 2-3 fans is desirable (e.g., DeepCool MATREXX 40).

Power Supply: A 450 W unit is sufficient (e.g., be quiet! System Power 10).


6. Comparison with Competitors

AMD Radeon RX 6500 XT (discrete): 2-3 times more powerful, but more expensive ($180).

NVIDIA GeForce GTX 1650: 40% faster in games, requires separate power ($170).

Intel Iris Xe (in Core i5-13400): Lags behind Vega 11 by 10-15% in OpenCL tasks.

Conclusion: Vega 11 wins only on price (APU Ryzen 5 5600G — $160), but loses to entry-level discrete cards.


7. Practical Tips

- Memory: 16 GB DDR4-3200 in dual-channel mode.

- Drivers: Regularly update via AMD Adrenalin — this can provide up to a 5% boost in new games.

- Platform: Compatible with AM4. For AM5, an adapter is required (not recommended).


8. Pros and Cons

Pros:

- No need for a discrete card.

- Support for modern APIs and technologies (FreeSync, FidelityFX).

- Ideal for HTPCs (media centers).

Cons:

- Limited gaming performance.

- Dependence on RAM speed.

- No hardware ray tracing.


9. Final Conclusion: Who Should Consider Vega 11?

- Budget Gamers: For less demanding games and older projects.

- Office PCs: Document work, streaming, multitasking.

- DIY Enthusiasts: Mini PCs and compact builds.

Alternative: If comfortable 1080p gaming is required, consider the Radeon RX 7600 ($220) or Intel Arc A580 ($200).


Price: APU with Vega 11 (e.g., Ryzen 5 5600G) — $160-180 (new, 2025).

Final Takeaway: Vega 11 is not for hardcore tasks, but an excellent choice when budget is limited and basic performance suffices.

Basic

Label Name
AMD
Platform
Integrated
Launch Date
September 2019
Model Name
Radeon Vega 11
Generation
Picasso
Base Clock
300MHz
Boost Clock
1400MHz
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.
11.20 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.
61.60 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.
3.942 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.
123.2 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.
2.01 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
15W
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
2.01 TFLOPS
Blender
Score
84

Compared to Other GPU

FP32 (float) / TFLOPS
2.132 +6.1%
1.976 -1.7%
1.932 -3.9%
Blender
1506.77 +1693.8%
848 +909.5%
194 +131%