AMD Radeon RX 6300M vs AMD Radeon RX 6500M
GPU Comparison Result
Below are the results of a comparison of AMD Radeon RX 6300M and AMD Radeon RX 6500M video cards based on key performance characteristics, as well as power consumption and much more.
Advantages
- Larger Memory Size: 4GB (2GB vs 4GB)
- Higher Bandwidth: 144.0 GB/s (72.00 GB/s vs 144.0 GB/s)
- More Shading Units: 1024 (768 vs 1024)
Basic
AMD
Label Name
AMD
January 2022
Launch Date
January 2022
Mobile
Platform
Mobile
Radeon RX 6300M
Model Name
Radeon RX 6500M
Mobility Radeon
Generation
Mobility Radeon
2000MHz
Base Clock
2000MHz
2400MHz
Boost Clock
2400MHz
PCIe 4.0 x4
Bus Interface
PCIe 4.0 x4
5,400 million
Transistors
5,400 million
12
RT Cores
16
12
Compute Units
16
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.
64
TSMC
Foundry
TSMC
6 nm
Process Size
6 nm
RDNA 2.0
Architecture
RDNA 2.0
Memory Specifications
2GB
Memory Size
4GB
GDDR6
Memory Type
GDDR6
32bit
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
2250MHz
Memory Clock
2250MHz
72.00 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.
144.0 GB/s
Theoretical Performance
76.80 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.
76.80 GPixel/s
115.2 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.
153.6 GTexel/s
7.373 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.
9.830 TFLOPS
230.4 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.
307.2 GFLOPS
3.612
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.
5.013
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.
1024
128 KB per Array
L1 Cache
128 KB per Array
1024KB
L2 Cache
1024KB
35W
TDP
50W
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
2.2
OpenCL Version
2.2
4.6
OpenGL
4.6
12 Ultimate (12_2)
DirectX
12 Ultimate (12_2)
None
Power Connectors
None
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
6.6
Shader Model
6.6
Benchmarks
FP32 (float)
/ TFLOPS
Radeon RX 6300M
3.612
Radeon RX 6500M
5.013
+39%