Advantages
- Higher Boost Clock: 2900MHz (2900MHz vs 1645MHz)
- Newer Launch Date: January 2023 (January 2023 vs October 2019)
- Larger Memory Size: 4GB (System Shared vs 4GB)
- Higher Bandwidth: 224.0 GB/s (System Dependent vs 224.0 GB/s)
- More Shading Units: 1408 (768 vs 1408)
Basic
AMD
Label Name
AMD
January 2023
Launch Date
October 2019
Integrated
Platform
Mobile
Radeon 780M
Model Name
Radeon RX 5500M
Navi III IGP
Generation
Mobility Radeon
1500MHz
Base Clock
1375MHz
2900MHz
Boost Clock
1645MHz
PCIe 4.0 x8
Bus Interface
PCIe 4.0 x8
25,390 million
Transistors
6,400 million
12
RT Cores
-
12
Compute Units
22
48
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.
88
TSMC
Foundry
TSMC
4 nm
Process Size
7 nm
RDNA 3.0
Architecture
RDNA 1.0
Memory Specifications
System Shared
Memory Size
4GB
System Shared
Memory Type
GDDR6
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.
128bit
SystemShared
Memory Clock
1750MHz
System Dependent
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.
224.0 GB/s
Display and Media
Portable Device Dependent
Outputs
No outputs
Theoretical Performance
92.80 GPixel/s
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.
52.64 GPixel/s
139.2 GTexel/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.
144.8 GTexel/s
17.82 TFLOPS
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.
9.265 TFLOPS
556.8 GFLOPS
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.
289.5 GFLOPS
8.731
TFLOPS
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.
4.539
TFLOPS
Miscellaneous
768
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.
1408
128 KB per Array
L1 Cache
-
2MB
L2 Cache
2MB
15W
TDP
85W
1.3
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.
1.3
2.1
OpenCL Version
2.1
4.6
OpenGL
4.6
12 Ultimate (12_2)
DirectX
12 (12_1)
None
Power Connectors
None
32
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.
32
6.7
Shader Model
6.5
Benchmarks
FP32 (float)
/ TFLOPS
Radeon 780M
8.731
+92%
Radeon RX 5500M
4.539
3DMark Time Spy
Radeon 780M
2755
Radeon RX 5500M
4406
+60%
Blender
Radeon 780M
281.09
Radeon RX 5500M
377
+34%
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