AMD Radeon RX 6600 vs AMD Radeon 660M

GPU Comparison Result

Below are the results of a comparison of AMD Radeon RX 6600 and AMD Radeon 660M video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Higher Boost Clock: 2491MHz (2491MHz vs 1900MHz)
  • Larger Memory Size: 8GB (8GB vs System Shared)
  • Higher Bandwidth: 224.0 GB/s (224.0 GB/s vs System Dependent)
  • More Shading Units: 1792 (1792 vs 384)
  • Newer Launch Date: January 2022 (October 2021 vs January 2022)

Basic

AMD
Label Name
AMD
October 2021
Launch Date
January 2022
Desktop
Platform
Integrated
Radeon RX 6600
Model Name
Radeon 660M
Navi II
Generation
Rembrandt
1626MHz
Base Clock
1500MHz
2491MHz
Boost Clock
1900MHz
PCIe 4.0 x8
Bus Interface
PCIe 4.0 x8
11,060 million
Transistors
13,100 million
28
RT Cores
6
28
Compute Units
6
112
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.
24
TSMC
Foundry
TSMC
7 nm
Process Size
6 nm
RDNA 2.0
Architecture
RDNA 2.0

Memory Specifications

8GB
Memory Size
System Shared
GDDR6
Memory Type
System Shared
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.
System Shared
1750MHz
Memory Clock
SystemShared
224.0 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.
System Dependent

Theoretical Performance

159.4 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.
30.40 GPixel/s
279.0 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.
45.60 GTexel/s
17.86 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.
2.918 TFLOPS
558.0 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.
91.20 GFLOPS
8.749 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.
1.43 TFLOPS

Miscellaneous

1792
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.
384
128 KB per Array
L1 Cache
128 KB per Array
2MB
L2 Cache
2MB
132W
TDP
15W
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.
1.2
2.1
OpenCL Version
2.0
4.6
OpenGL
4.6
12 Ultimate (12_2)
DirectX
12 Ultimate (12_2)
1x 8-pin
Power Connectors
None
64
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.
16
6.5
Shader Model
6.5
300W
Suggested PSU
-

Benchmarks

FP32 (float) / TFLOPS
Radeon RX 6600
8.749 +512%
Radeon 660M
1.43
3DMark Time Spy
Radeon RX 6600
7975 +423%
Radeon 660M
1526