AMD Radeon Vega 7 Mobile
About GPU
The AMD Radeon Vega 7 Mobile GPU is an integrated graphics solution that offers impressive performance for a wide range of computing tasks. With a base clock of 300MHz and a boost clock of 1900MHz, this GPU delivers fast and responsive performance, making it suitable for both casual and professional users.
One of the standout features of the Radeon Vega 7 Mobile GPU is its 448 shading units, which allow for efficient rendering of complex graphics and visual effects. This, combined with a TDP of 45W, ensures that users can enjoy smooth and immersive gaming experiences, as well as seamless video editing and content creation.
In terms of memory, the Radeon Vega 7 Mobile GPU relies on system shared memory, which means it can dynamically allocate memory as needed to ensure optimal performance. This makes it a versatile option for a variety of tasks, as it can adapt to different memory requirements on the fly.
The theoretical performance of the Radeon Vega 7 Mobile GPU is an impressive 1.702 TFLOPS, and it achieves a score of 1052 in 3DMark Time Spy. These figures demonstrate the GPU's ability to handle demanding graphics workloads, making it a compelling choice for users who require high-performance graphics capabilities.
Overall, the AMD Radeon Vega 7 Mobile GPU is a solid choice for anyone in need of a reliable and powerful integrated graphics solution. Its robust performance, efficient memory management, and impressive benchmark scores make it a standout option in the mobile GPU market.
Basic
Label Name
AMD
Platform
Integrated
Launch Date
April 2021
Model Name
Radeon Vega 7 Mobile
Generation
Cezanne
Base Clock
300MHz
Boost Clock
1900MHz
Bus Interface
IGP
Transistors
9,800 million
Compute Units
7
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.
28
Foundry
TSMC
Process Size
7 nm
Architecture
GCN 5.1
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.
15.20 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.
53.20 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.
3.405 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.
106.4 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.
1.736
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.
448
TDP
45W
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
1.736
TFLOPS
3DMark Time Spy
Score
1031
Compared to Other GPU
FP32 (float)
/ TFLOPS
3DMark Time Spy