ATI Mobility Radeon HD 5870
About GPU
The ATI Mobility Radeon HD 5870 is a powerful mobile GPU that offers impressive performance for gaming and graphics-intensive tasks. With a memory size of 1024MB and GDDR5 memory type, it provides fast and efficient data processing, resulting in smooth and lag-free gameplay.
The 800 shading units and 1.12 TFLOPS theoretical performance ensure that the GPU can handle complex graphics rendering and high-resolution textures with ease. The 1000MHz memory clock further enhances its ability to handle demanding visuals without compromising on speed or efficiency.
The 256KB L2 cache and 50W TDP contribute to the overall efficiency and power consumption of the GPU, making it suitable for laptops and mobile devices without draining the battery excessively.
In terms of real-world performance, the ATI Mobility Radeon HD 5870 delivers exceptional graphics quality and frame rates, even when running the latest AAA titles or performing intensive video editing tasks. Its capabilities make it a popular choice for gamers and professionals who require a high-performance GPU in a portable form factor.
Overall, the ATI Mobility Radeon HD 5870 is a top-tier mobile GPU that offers stellar performance, efficient power consumption, and the ability to handle demanding graphics tasks with ease. It's a solid choice for anyone in need of a high-performance mobile GPU.
Basic
Label Name
ATI
Platform
Mobile
Launch Date
January 2010
Model Name
Mobility Radeon HD 5870
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.
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.
28.00 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.
1.142
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
50W
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
1.142
TFLOPS
Compared to Other GPU
FP32 (float)
/ TFLOPS