Advantages
- Higher Boost Clock: 3599MHz (3599MHz vs 2020 MHz)
- Higher Bandwidth: 1152 GB/s (1152 GB/s vs 576.0GB/s)
- More Shading Units: 6144 (6144 vs 3072)
- Larger Memory Size: 32GB (24GB vs 32GB)
Basic
AMD
Label Name
AMD
-
Launch Date
December 2025
Desktop
Platform
Desktop
Radeon RX 7990 XTX
Model Name
Radeon AI PRO 9600D
Navi III
Generation
Radeon Pro Navi
2500MHz
Base Clock
1080 MHz
3599MHz
Boost Clock
2020 MHz
PCIe 4.0 x16
Bus Interface
PCIe 5.0 x16
57,700 million
Transistors
53.9 billion
96
RT Cores
48
96
Compute Units
48
384
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.
192
TSMC
Foundry
TSMC
5 nm
Process Size
4 nm
RDNA 3.0
Architecture
RDNA 4.0
Memory Specifications
24GB
Memory Size
32GB
GDDR6
Memory Type
GDDR6
384bit
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.
256bit
3000MHz
Memory Clock
2250 MHz
1152 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.
576.0GB/s
Display and Media
1x HDMI 2.1a
2x DisplayPort 2.1
1x USB Type-C
2x DisplayPort 2.1
1x USB Type-C
Outputs
1x DisplayPort 2.1a
Theoretical Performance
691.0 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.
193.9 GPixel/s
1382 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.
387.8 GTexel/s
176.9 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.
49.64 TFLOPS
2.764 TFLOPS
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.
775.7 GFLOPS
90.219
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.
25.316
TFLOPS
Miscellaneous
6144
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.
3072
256 KB per Array
L1 Cache
-
6MB
L2 Cache
8 MB
405W
TDP
150W
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.
1.4
2.2
OpenCL Version
2.2
4.6
OpenGL
4.6
12 Ultimate (12_2)
DirectX
12 Ultimate (12_2)
3x 8-pin
Power Connectors
1x 16-pin
192
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.
96
6.7
Shader Model
6.8
800W
Suggested PSU
450 W
Benchmarks
FP32 (float)
/ TFLOPS
Radeon RX 7990 XTX
90.219
+256%
Radeon AI PRO 9600D
25.316
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