Advantages
- Higher Boost Clock: 2320MHz (1219MHz vs 2320MHz)
- Larger Memory Size: 32GB (4GB vs 32GB)
- Higher Bandwidth: 512.0 GB/s (96.00 GB/s vs 512.0 GB/s)
- More Shading Units: 3840 (512 vs 3840)
- Newer Launch Date: June 2021 (June 2017 vs June 2021)
Basic
AMD
Label Name
AMD
June 2017
Launch Date
June 2021
Desktop
Platform
Desktop
Radeon Pro WX 3100
Model Name
Radeon Pro W6800
Radeon Pro Polaris
Generation
Radeon Pro
925MHz
Base Clock
2075MHz
1219MHz
Boost Clock
2320MHz
PCIe 3.0 x8
Bus Interface
PCIe 4.0 x16
2,200 million
Transistors
26,800 million
-
RT Cores
60
8
Compute Units
60
32
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.
240
GlobalFoundries
Foundry
TSMC
14 nm
Process Size
7 nm
GCN 4.0
Architecture
RDNA 2.0
Memory Specifications
4GB
Memory Size
32GB
GDDR5
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.
256bit
1500MHz
Memory Clock
2000MHz
96.00 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.
512.0 GB/s
Display and Media
1x DisplayPort 1.4a
2x mini-DisplayPort 1.4a
2x mini-DisplayPort 1.4a
Outputs
6x mini-DisplayPort 1.4a
Theoretical Performance
19.50 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.
222.7 GPixel/s
39.01 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.
556.8 GTexel/s
1248 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.
35.64 TFLOPS
78.02 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.
1114 GFLOPS
1.223
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.
18.176
TFLOPS
Miscellaneous
512
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.
3840
16 KB (per CU)
L1 Cache
128 KB per Array
512KB
L2 Cache
4MB
65W
TDP
250W
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 (12_0)
DirectX
12 Ultimate (12_2)
None
Power Connectors
1x 6-pin + 1x 8-pin
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.
96
6.7
Shader Model
6.5
250W
Suggested PSU
600W
Benchmarks
FP32 (float)
/ TFLOPS
Radeon Pro WX 3100
1.223
Radeon Pro W6800
18.176
+1386%
Vulkan
Radeon Pro WX 3100
11767
Radeon Pro W6800
125665
+968%
OpenCL
Radeon Pro WX 3100
9984
Radeon Pro W6800
131309
+1215%
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