ATI Mobility Radeon HD 5850 Mac Edition
About GPU
The ATI Mobility Radeon HD 5850 Mac Edition GPU is a powerful and efficient graphics processing unit designed for mobile platforms. With a memory size of 1024MB and GDDR5 memory type, this GPU is capable of handling even the most demanding graphics tasks with ease. The 1000MHz memory clock ensures fast and smooth operation, making it ideal for gaming, content creation, and professional applications.
With 800 shading units and a 256KB L2 cache, the ATI Mobility Radeon HD 5850 Mac Edition GPU delivers impressive performance and responsive graphics rendering. The TDP of 30W is also relatively low for a GPU of this caliber, making it energy-efficient and suitable for use in laptops and all-in-one computers.
The theoretical performance of 1.005 TFLOPS further demonstrates the GPU's capability to handle complex and graphics-intensive tasks. Whether you are a professional designer, video editor, or a gamer, this GPU is capable of delivering excellent visual quality and performance.
Overall, the ATI Mobility Radeon HD 5850 Mac Edition GPU is a solid choice for those seeking impressive graphics performance in a mobile platform. Its combination of high memory size, fast memory clock, and efficient TDP make it a reliable and powerful option for a variety of applications. If you are in need of a high-performance mobile GPU, the ATI Mobility Radeon HD 5850 Mac Edition is definitely worth considering.
Basic
Label Name
ATI
Platform
Mobile
Launch Date
January 2010
Model Name
Mobility Radeon HD 5850 Mac Edition
Generation
Manhattan
Bus Interface
MXM-B (3.0)
Transistors
1,040 million
Compute Units
10
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.
40
Foundry
TSMC
Process Size
40 nm
Architecture
TeraScale 2
Memory Specifications
Memory Size
1024MB
Memory Type
GDDR5
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
1000MHz
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.
64.00 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.
10.05 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.
25.12 GTexel/s
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.
0.985
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.
800
L1 Cache
8 KB (per CU)
L2 Cache
256KB
TDP
30W
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.
N/A
OpenCL Version
1.2
OpenGL
4.4
DirectX
11.2 (11_0)
Shader Model
5.0
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.
16
Benchmarks
FP32 (float)
Score
0.985
TFLOPS
Compared to Other GPU
FP32 (float)
/ TFLOPS