AMD Radeon RX 6700M vs AMD Radeon Vega 8

GPU Comparison Result

Below are the results of a comparison of AMD Radeon RX 6700M and AMD Radeon Vega 8 video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Higher Boost Clock: 2400MHz (2400MHz vs 2000MHz)
  • Larger Memory Size: 10GB (10GB vs System Shared)
  • Higher Bandwidth: 320.0 GB/s (320.0 GB/s vs System Dependent)
  • More Shading Units: 2304 (2304 vs 512)
  • Newer Launch Date: May 2021 (May 2021 vs January 2021)

Basic

AMD
Label Name
AMD
May 2021
Launch Date
January 2021
Mobile
Platform
Integrated
Radeon RX 6700M
Model Name
Radeon Vega 8
Mobility Radeon
Generation
Cezanne
1489MHz
Base Clock
300MHz
2400MHz
Boost Clock
2000MHz
PCIe 4.0 x16
Bus Interface
IGP
17,200 million
Transistors
9,800 million
36
RT Cores
-
36
Compute Units
8
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.
32
TSMC
Foundry
TSMC
7 nm
Process Size
7 nm
RDNA 2.0
Architecture
GCN 5.1

Memory Specifications

10GB
Memory Size
System Shared
GDDR6
Memory Type
System Shared
160bit
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
2000MHz
Memory Clock
SystemShared
320.0 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

153.6 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.
16.00 GPixel/s
345.6 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.
64.00 GTexel/s
22.12 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.
4.096 TFLOPS
691.2 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.
128.0 GFLOPS
11.281 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.
2.089 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.
512
128 KB per Array
L1 Cache
-
3MB
L2 Cache
-
135W
TDP
45W
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
2.1
4.6
OpenGL
4.6
12 Ultimate (12_2)
DirectX
12 (12_1)
None
Power Connectors
None
6.5
Shader Model
6.4
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.
8

Benchmarks

FP32 (float) / TFLOPS
Radeon RX 6700M
11.281 +440%
Radeon Vega 8
2.089
3DMark Time Spy
Radeon RX 6700M
9718 +254%
Radeon Vega 8
2742
Blender
Radeon RX 6700M
1222 +1871%
Radeon Vega 8
62