AMD Radeon RX 6500M vs AMD Radeon PRO W7500
GPU Comparison Result
Below are the results of a comparison of AMD Radeon RX 6500M and AMD Radeon PRO W7500 video cards based on key performance characteristics, as well as power consumption and much more.
Advantages
- Higher Boost Clock: 2400MHz (2400MHz vs 1700MHz)
- Larger Memory Size: 8GB (4GB vs 8GB)
- Higher Bandwidth: 172.0 GB/s (144.0 GB/s vs 172.0 GB/s)
- More Shading Units: 1792 (1024 vs 1792)
- Newer Launch Date: August 2023 (January 2022 vs August 2023)
Basic
AMD
Label Name
AMD
January 2022
Launch Date
August 2023
Mobile
Platform
Desktop
Radeon RX 6500M
Model Name
Radeon PRO W7500
Mobility Radeon
Generation
Radeon Pro Navi
2000MHz
Base Clock
1500MHz
2400MHz
Boost Clock
1700MHz
PCIe 4.0 x4
Bus Interface
PCIe 4.0 x8
5,400 million
Transistors
13,300 million
16
RT Cores
28
16
Compute Units
28
64
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.
112
TSMC
Foundry
TSMC
6 nm
Process Size
6 nm
RDNA 2.0
Architecture
RDNA 3.0
Memory Specifications
4GB
Memory Size
8GB
GDDR6
Memory Type
GDDR6
64bit
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.
128bit
2250MHz
Memory Clock
1344MHz
144.0 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.
172.0 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.
108.8 GPixel/s
153.6 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.
190.4 GTexel/s
9.830 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.
24.37 TFLOPS
307.2 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.
380.8 GFLOPS
5.013
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.
11.946
TFLOPS
Miscellaneous
1024
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.
1792
128 KB per Array
L1 Cache
128 KB per Array
1024KB
L2 Cache
2MB
50W
TDP
70W
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.
64
6.6
Shader Model
6.7
-
Suggested PSU
250W
Benchmarks
FP32 (float)
/ TFLOPS
Radeon RX 6500M
5.013
Radeon PRO W7500
11.946
+138%