AMD Radeon RX 580 vs AMD Radeon RX 6500 XT
GPU Comparison Result
Below are the results of a comparison of
AMD Radeon RX 580
and
AMD Radeon RX 6500 XT
video cards based on key performance characteristics, as well as power consumption and much more.
Advantages
- Larger Memory Size: 8GB (8GB vs 4GB)
- Higher Bandwidth: 256.0 GB/s (256.0 GB/s vs 143.9 GB/s)
- More Shading Units: 2304 (2304 vs 1024)
- Higher Boost Clock: 2815MHz (1340MHz vs 2815MHz)
- Newer Launch Date: January 2022 (April 2017 vs January 2022)
Basic
AMD
Label Name
AMD
April 2017
Launch Date
January 2022
Desktop
Platform
Desktop
Radeon RX 580
Model Name
Radeon RX 6500 XT
Polaris
Generation
Navi II
1257MHz
Base Clock
2310MHz
1340MHz
Boost Clock
2815MHz
PCIe 3.0 x16
Bus Interface
PCIe 4.0 x4
5,700 million
Transistors
5,400 million
-
RT Cores
16
36
Compute Units
16
144
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.
64
GlobalFoundries
Foundry
TSMC
14 nm
Process Size
6 nm
GCN 4.0
Architecture
RDNA 2.0
Memory Specifications
8GB
Memory Size
4GB
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.
64bit
2000MHz
Memory Clock
2248MHz
256.0 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.
143.9 GB/s
Theoretical Performance
42.88 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.
90.08 GPixel/s
193.0 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.
180.2 GTexel/s
6.175 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.
11.53 TFLOPS
385.9 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.
360.3 GFLOPS
6.299
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.
5.65
TFLOPS
Miscellaneous
2304
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.
1024
16 KB (per CU)
L1 Cache
128 KB per Array
2MB
L2 Cache
1024KB
185W
TDP
107W
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
2.2
4.6
OpenGL
4.6
12 (12_0)
DirectX
12 Ultimate (12_2)
1x 8-pin
Power Connectors
1x 6-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.
32
6.4
Shader Model
6.6
450W
Suggested PSU
300W
Benchmarks
Shadow of the Tomb Raider 2160p
/ fps
Radeon RX 580
17
+13%
Radeon RX 6500 XT
15
Shadow of the Tomb Raider 1440p
/ fps
Radeon RX 580
36
+13%
Radeon RX 6500 XT
32
Shadow of the Tomb Raider 1080p
/ fps
Radeon RX 580
51
+11%
Radeon RX 6500 XT
46
Battlefield 5 2160p
/ fps
Radeon RX 580
28
Radeon RX 6500 XT
28
Battlefield 5 1440p
/ fps
Radeon RX 580
53
Radeon RX 6500 XT
53
Battlefield 5 1080p
/ fps
Radeon RX 580
76
+9%
Radeon RX 6500 XT
70
GTA 5 1440p
/ fps
Radeon RX 580
61
+39%
Radeon RX 6500 XT
44
FP32 (float)
/ TFLOPS
Radeon RX 580
6.299
+11%
Radeon RX 6500 XT
5.65
3DMark Time Spy
Radeon RX 580
4451
Radeon RX 6500 XT
5061
+14%