ATI Radeon HD 5830

ATI Radeon HD 5830

ATI Radeon HD 5830 in 2025: Nostalgia or Practicality?

We explore who might benefit from the legendary graphics card 15 years after its release.


Architecture and Key Features: TeraScale 2 and the Legacy of 2010

The ATI Radeon HD 5830, released in 2010, became part of the Radeon HD 5000 series, based on the TeraScale 2 architecture. This second generation of GPUs from AMD was manufactured using a 40nm process, which was considered cutting-edge at the time.

Key Features:

- DirectX 11: One of the first cards to support this version of the API, enabling tessellation and improved detail in games.

- Eyefinity: Technology for connecting up to three monitors simultaneously—a revolution for multitasking and gamers.

- Lack of modern features: No ray tracing (RTX), DLSS, or FidelityFX—these technologies emerged much later.

The TeraScale 2 architecture focused on increasing the number of stream processors (1120 for the HD 5830) and optimizing energy efficiency, but by today's standards, it is hopelessly outdated.


Memory: GDDR5 and Bandwidth

The HD 5830 was equipped with 1 GB of GDDR5 memory with a 256-bit bus, providing a bandwidth of 128 GB/s (effective memory frequency—4 GHz).

Impact on Performance:

- For games from 2010 (e.g., Crysis, Battlefield: Bad Company 2), this was sufficient for comfortable gameplay at High settings at 1080p.

- In 2025, 1 GB of memory is critically inadequate even for indie projects. Modern AAA games require at least 4–6 GB of VRAM.


Gaming Performance: What Can the HD 5830 Do in 2025?

The card was designed for 1920x1080 resolution, but today its capabilities are modest:

- Older Titles: The Witcher 2, Skyrim (2011)—30–45 FPS at medium settings.

- Modern Games: CS2, Fortnite—20–30 FPS at low settings in 720p.

- 4K and 1440p: Not considered—lack of memory and low computational power.

Ray Tracing: Not supported—hardware RT cores are required, and the HD 5830 lacks them.


Professional Tasks: Capabilities Beyond Gaming

For basic tasks, the card can still be useful, but with caveats:

- Video Editing: Simple projects at resolutions up to 1080p (for example, in DaVinci Resolve), but rendering will be slow.

- 3D Modeling: Only simple scenes in Blender—the lack of support for modern APIs (OpenCL 1.1) limits functionality.

- Scientific Calculations: Outdated drivers and low performance make it unsuitable for serious tasks.


Power Consumption and Heat Output: A Demanding “Veteran”

- TDP: 175 W—this is a high figure for 2025.

- Cooling: The reference cooler is noisy even under minimal load. A case with good ventilation (2–3 fans for intake/exhaust) is recommended.

- Power Supply: Minimum 500 W with 6+8 pin connectors.


Comparison with Competitors: How Does the HD 5830 Stack Up Against Its Peers?

In 2010, the main competitor was the NVIDIA GeForce GTX 460 (1 GB):

- GTX 460: Better energy efficiency (150 W TDP) and support for PhysX.

- HD 5830: Higher performance in DirectX 11 games but generates more noise.

By 2025, both cards are relics. For comparison, even a budget NVIDIA GTX 1650 (2024) is 3–4 times faster.


Practical Tips: How to Use the HD 5830 in 2025

1. Power Supply: Don’t skimp—500–550 W with 80+ Bronze certification is recommended.

2. Compatibility: PCIe 2.0 x16 works in modern motherboards, but check for driver availability for your OS (Windows 10/11 are partially supported).

3. Drivers: The last version is Catalyst 15.7.1 (2015). Conflicts may arise with new games and software.

4. Use Cases:

- Retro gaming (games from 2005–2012).

- Backup card for testing a PC.

- Multi-monitor setup for office tasks.


Pros and Cons: Is It Worth Getting?

Pros:

- Extremely low price on the second-hand market ($15–30).

- Support for Eyefinity for multi-monitor configurations.

- Nostalgic value for enthusiasts.

Cons:

- High power consumption.

- Noisy cooling system.

- Does not support modern APIs and technologies (Vulkan 1.2, DirectX 12 Ultimate).


Final Conclusion: Who Should Consider the HD 5830?

This graphics card is suitable for:

1. Retro game enthusiasts who want to immerse themselves in the 2000s atmosphere without emulators.

2. Owners of old PCs looking for a temporary replacement for a burnt-out card.

3. IT enthusiasts experimenting with building budget multi-monitor systems.

Do not consider the HD 5830 if you need a card for modern gaming, 4K video editing, or machine learning. By 2025, even budget models like the AMD Radeon RX 6400 or Intel Arc A380 offer significantly more capabilities at a similar price ($100–150 for new devices).

The HD 5830 is a piece of history that serves as a reminder of how far the industry has come in 15 years. It is still functional, but its time has passed.

Basic

Label Name
ATI
Platform
Desktop
Launch Date
February 2010
Model Name
Radeon HD 5830
Generation
Evergreen
Bus Interface
PCIe 2.0 x16
Transistors
2,154 million
Compute Units
14
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.
56
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.
256bit
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.
128.0 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.
12.80 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.
44.80 GTexel/s
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.
358.4 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.
1.756 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.
1120
L1 Cache
8 KB (per CU)
L2 Cache
512KB
TDP
175W
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)
Power Connectors
2x 6-pin
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
Suggested PSU
450W

Benchmarks

FP32 (float)
Score
1.756 TFLOPS

Compared to Other GPU

FP32 (float) / TFLOPS
1.862 +6%
1.812 +3.2%
1.675 -4.6%
1.625 -7.5%