AMD Radeon RX 470
vs
AMD Radeon RX 5600 XT

vs

GPU Comparison Result

Below are the results of a comparison of AMD Radeon RX 470 and AMD Radeon RX 5600 XT video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Higher Boost Clock: 1560MHz (1206MHz vs 1560MHz)
  • Larger Memory Size: 6GB (4GB vs 6GB)
  • Higher Bandwidth: 288.0 GB/s (211.2 GB/s vs 288.0 GB/s)
  • More Shading Units: 2304 (2048 vs 2304)
  • Newer Launch Date: January 2020 (August 2016 vs January 2020)

Basic

AMD
Label Name
AMD
August 2016
Launch Date
January 2020
Desktop
Platform
Desktop
Radeon RX 470
Model Name
Radeon RX 5600 XT
Arctic Islands
Generation
Navi
926MHz
Base Clock
1130MHz
1206MHz
Boost Clock
1560MHz
PCIe 3.0 x16
Bus Interface
PCIe 4.0 x16
5,700 million
Transistors
10,300 million
32
Compute Units
36
128
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.
144
GlobalFoundries
Foundry
TSMC
14 nm
Process Size
7 nm
GCN 4.0
Architecture
RDNA 1.0

Memory Specifications

4GB
Memory Size
6GB
GDDR5
Memory Type
GDDR6
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.
192bit
1650MHz
Memory Clock
1500MHz
211.2 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.
288.0 GB/s

Display and Media

1x HDMI 2.0b
3x DisplayPort 1.4a
Outputs
1x HDMI 2.1
3x DisplayPort 1.4a

Theoretical Performance

38.59 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.
99.84 GPixel/s
154.4 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.
224.6 GTexel/s
4.940 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.
14.38 TFLOPS
308.7 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.
449.3 GFLOPS
4.841 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.
7.332 TFLOPS

Miscellaneous

2048
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.
2304
16 KB (per CU)
L1 Cache
-
2MB
L2 Cache
3MB
120W
TDP
150W
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 (12_1)
1x 6-pin
Power Connectors
1x 8-pin
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.
64
6.4
Shader Model
6.5
300W
Suggested PSU
450W

Benchmarks

Shadow of the Tomb Raider 2160p / fps
Radeon RX 470
12
Radeon RX 5600 XT
30 +150%
Shadow of the Tomb Raider 1440p / fps
Radeon RX 470
24
Radeon RX 5600 XT
65 +171%
Shadow of the Tomb Raider 1080p / fps
Radeon RX 470
41
Radeon RX 5600 XT
101 +146%
GTA 5 1440p / fps
Radeon RX 470
35
Radeon RX 5600 XT
62 +77%
GTA 5 1080p / fps
Radeon RX 470
96
Radeon RX 5600 XT
173 +80%
FP32 (float) / TFLOPS
Radeon RX 470
4.841
Radeon RX 5600 XT
7.332 +51%
3DMark Steel Nomad
Radeon RX 470
849
Radeon RX 5600 XT
1664 +96%
3DMark Time Spy
Radeon RX 470
3778
Radeon RX 5600 XT
7905 +109%
Hashcat / H/s
Radeon RX 470
154346
Radeon RX 5600 XT
353494 +129%