AMD Radeon HD 6970M Mac Edition vs AMD Instinct MI300X Accelerator

GPU Comparison Result

Below are the results of a comparison of AMD Radeon HD 6970M Mac Edition and AMD Instinct MI300X Accelerator video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Larger Memory Size: 192GB (2GB vs 192GB)
  • Higher Bandwidth: 5300 GB/s (115.2 GB/s vs 5300 GB/s)
  • More Shading Units: 19456 (960 vs 19456)
  • Newer Launch Date: December 2023 (August 2011 vs December 2023)

Basic

AMD
Label Name
AMD
August 2011
Launch Date
December 2023
Mobile
Platform
Desktop
Radeon HD 6970M Mac Edition
Model Name
Instinct MI300X
Vancouver
Generation
Instinct
-
Base Clock
1000MHz
-
Boost Clock
2100MHz
MXM-B (3.0)
Bus Interface
PCIe 5.0 x16

Memory Specifications

2GB
Memory Size
192GB
GDDR5
Memory Type
HBM3
256bit
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.
8192bit
900MHz
Memory Clock
5200MHz
115.2 GB/s
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.
5300 GB/s

Theoretical Performance

21.76 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.
0 MPixel/s
32.64 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.
1496 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.
1300 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.
81.7 TFLOPS
1.28 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.
160.132 TFLOPS

Miscellaneous

960
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.
19456
8 KB (per CU)
L1 Cache
16 KB (per CU)
512KB
L2 Cache
16MB
75W
TDP
750W
N/A
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
-

Benchmarks

FP32 (float) / TFLOPS
Radeon HD 6970M Mac Edition
1.28
Instinct MI300X Accelerator
160.132 +12410%