AMD Radeon Pro 555X
vs
AMD Radeon 780M

vs

GPU Comparison Result

Below are the results of a comparison of AMD Radeon Pro 555X and AMD Radeon 780M video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Larger Memory Size: 4GB (4GB vs System Shared)
  • Higher Bandwidth: 94.08 GB/s (94.08 GB/s vs System Dependent)
  • Newer Launch Date: January 2023 (July 2018 vs January 2023)

Basic

AMD
Label Name
AMD
July 2018
Launch Date
January 2023
Mobile
Platform
Integrated
Radeon Pro 555X
Model Name
Radeon 780M
Radeon Pro Mac
Generation
Navi III IGP
-
Base Clock
1500MHz
-
Boost Clock
2900MHz
PCIe 3.0 x8
Bus Interface
PCIe 4.0 x8
3,000 million
Transistors
25,390 million
-
RT Cores
12
12
Compute Units
12
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.
48
GlobalFoundries
Foundry
TSMC
14 nm
Process Size
4 nm
GCN 4.0
Architecture
RDNA 3.0

Memory Specifications

4GB
Memory Size
System Shared
GDDR5
Memory Type
System Shared
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.
System Shared
1470MHz
Memory Clock
SystemShared
94.08 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.
System Dependent

Display and Media

No outputs
Outputs
Portable Device Dependent

Theoretical Performance

14.51 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.
92.80 GPixel/s
43.54 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.
139.2 GTexel/s
1393 GFLOPS
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.
17.82 TFLOPS
87.07 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.
556.8 GFLOPS
1.365 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.
8.731 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.
768
16 KB (per CU)
L1 Cache
128 KB per Array
1024KB
L2 Cache
2MB
75W
TDP
15W
1.2
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 (12_0)
DirectX
12 Ultimate (12_2)
None
Power Connectors
None
16
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
6.4
Shader Model
6.7

Benchmarks

FP32 (float) / TFLOPS
Radeon Pro 555X
1.365
Radeon 780M
8.731 +540%