AMD Radeon RX 6600 vs AMD Radeon RX 6700M

GPU Comparison Result

Below are the results of a comparison of AMD Radeon RX 6600 and AMD Radeon RX 6700M video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Higher Boost Clock: 2491MHz (2491MHz vs 2400MHz)
  • Newer Launch Date: October 2021 (October 2021 vs May 2021)
  • Larger Memory Size: 10GB (8GB vs 10GB)
  • Higher Bandwidth: 320.0 GB/s (224.0 GB/s vs 320.0 GB/s)
  • More Shading Units: 2304 (1792 vs 2304)

Basic

AMD
Label Name
AMD
October 2021
Launch Date
May 2021
Desktop
Platform
Mobile
Radeon RX 6600
Model Name
Radeon RX 6700M
Navi II
Generation
Mobility Radeon
1626MHz
Base Clock
1489MHz
2491MHz
Boost Clock
2400MHz
PCIe 4.0 x8
Bus Interface
PCIe 4.0 x16
11,060 million
Transistors
17,200 million
28
RT Cores
36
28
Compute Units
36
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.
144
TSMC
Foundry
TSMC
7 nm
Process Size
7 nm
RDNA 2.0
Architecture
RDNA 2.0

Memory Specifications

8GB
Memory Size
10GB
GDDR6
Memory Type
GDDR6
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.
160bit
1750MHz
Memory Clock
2000MHz
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.
320.0 GB/s

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.
153.6 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.
345.6 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.
22.12 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.
691.2 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.
11.281 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.
2304
128 KB per Array
L1 Cache
128 KB per Array
2MB
L2 Cache
3MB
132W
TDP
135W
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
2.1
OpenCL Version
2.1
4.6
OpenGL
4.6
12 Ultimate (12_2)
DirectX
12 Ultimate (12_2)
1x 8-pin
Power Connectors
None
6.5
Shader Model
6.5
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.
64
300W
Suggested PSU
-

Benchmarks

Shadow of the Tomb Raider 2160p / fps
Radeon RX 6600
35 +3%
Radeon RX 6700M
34
Shadow of the Tomb Raider 1440p / fps
Radeon RX 6600
70 +4%
Radeon RX 6700M
67
Shadow of the Tomb Raider 1080p / fps
Radeon RX 6600
129 +14%
Radeon RX 6700M
113
GTA 5 2160p / fps
Radeon RX 6600
59 +7%
Radeon RX 6700M
55
GTA 5 1440p / fps
Radeon RX 6600
65 +10%
Radeon RX 6700M
59
GTA 5 1080p / fps
Radeon RX 6600
186 +30%
Radeon RX 6700M
143
FP32 (float) / TFLOPS
Radeon RX 6600
8.749
Radeon RX 6700M
11.281 +29%
3DMark Time Spy
Radeon RX 6600
7975
Radeon RX 6700M
9718 +22%
Vulkan
Radeon RX 6600
79201
Radeon RX 6700M
79612 +1%
OpenCL
Radeon RX 6600
71022
Radeon RX 6700M
77001 +8%