Advantages
- Larger Memory Size: 8GB (8GB vs 4GB)
- Higher Bandwidth: 224.0 GB/s (224.0 GB/s vs 112.0 GB/s)
- More Shading Units: 1536 (1536 vs 768)
- Higher Boost Clock: 2331MHz (1757MHz vs 2331MHz)
- Newer Launch Date: January 2022 (August 2020 vs January 2022)
Basic
AMD
Label Name
AMD
August 2020
Launch Date
January 2022
Desktop
Platform
Desktop
Radeon Pro 5500 XT
Model Name
Radeon Pro W6400
Radeon Pro Mac
Generation
Radeon Pro
1187MHz
Base Clock
2331MHz
1757MHz
Boost Clock
2331MHz
PCIe 4.0 x8
Bus Interface
PCIe 4.0 x4
6,400 million
Transistors
5,400 million
-
RT Cores
12
24
Compute Units
12
96
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.
48
TSMC
Foundry
TSMC
7 nm
Process Size
6 nm
RDNA 1.0
Architecture
RDNA 2.0
Memory Specifications
8GB
Memory Size
4GB
GDDR6
Memory Type
GDDR6
128bit
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.
64bit
1750MHz
Memory Clock
1750MHz
224.0 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.
112.0 GB/s
Theoretical Performance
56.22 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.
74.59 GPixel/s
168.7 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.
111.9 GTexel/s
10.80 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.
7.161 TFLOPS
337.3 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.
223.8 GFLOPS
5.506
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.
3.508
TFLOPS
Miscellaneous
1536
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.
768
-
L1 Cache
128 KB per Array
2MB
L2 Cache
1024KB
125W
TDP
50W
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
2.2
4.6
OpenGL
4.6
12 (12_1)
DirectX
12 Ultimate (12_2)
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
6.5
Shader Model
6.6
300W
Suggested PSU
250W
Benchmarks
FP32 (float)
/ TFLOPS
Radeon Pro 5500 XT
5.506
+57%
Radeon Pro W6400
3.508
Blender
Radeon Pro 5500 XT
82
Radeon Pro W6400
116
+41%
OpenCL
Radeon Pro 5500 XT
42238
+19%
Radeon Pro W6400
35443
Share in social media
Or Link To Us
<a href="https://cputronic.com/gpu/compare/amd-radeon-pro-5500-xt-vs-amd-radeon-pro-w6400" target="_blank">AMD Radeon Pro 5500 XT vs AMD Radeon Pro W6400</a>