AMD Radeon Pro 555X
vs
AMD Radeon Vega 8 (Ryzen 2000/3000)

vs

GPU Comparison Result

Below are the results of a comparison of AMD Radeon Pro 555X and AMD Radeon Vega 8 (Ryzen 2000/3000) 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 Up to 38.4 GB/s)
  • More Shading Units: 768 (768 vs 512)
  • Newer Launch Date: July 2018 (July 2018 vs October 2017)

Basic

AMD
Label Name
AMD
July 2018
Launch Date
October 2017
Mobile
Platform
Integrated
-
Former Codename
Raven Ridge / Picasso
Radeon Pro 555X
Model Name
Radeon Vega 8 Graphics
Radeon Pro Mac
Generation
Vega
-
Base Clock
300 MHz
-
Boost Clock
1100-1200 MHz
PCIe 3.0 x8
Bus Interface
IGP
3,000 million
Transistors
-
12
Compute Units
8
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.
32
GlobalFoundries
Foundry
GlobalFoundries
14 nm
Process Size
14 nm / 12 nm
GCN 4.0
Architecture
Vega (GCN 5.0)

Memory Specifications

4GB
Memory Size
System Shared
GDDR5
Memory Type
DDR4
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.
Up to 128-bit
1470MHz
Memory Clock
1200 MHz (DDR4-2400)
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.
Up to 38.4 GB/s

Display and Media

-
AMD FreeSync
Yes
No outputs
Outputs
-

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.
-
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.
-
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.
-
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.
-
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.
1.2288 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.
512
16 KB (per CU)
L1 Cache
-
1024KB
L2 Cache
-
75W
TDP
-
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.
-
2.1
OpenCL Version
-
4.6
OpenGL
-
12 (12_0)
DirectX
DirectX 12 (Feature Level 12_1)
None
Power Connectors
-
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.
8
6.4
Shader Model
-

Benchmarks

FP32 (float) / TFLOPS
Radeon Pro 555X
1.365 +11%
Radeon Vega 8 (Ryzen 2000/3000)
1.2288