AMD Radeon Vega 3
vs
AMD Radeon Vega 8 (Ryzen 2000/3000)

vs

GPU Comparison Result

Below are the results of a comparison of AMD Radeon Vega 3 and AMD Radeon Vega 8 (Ryzen 2000/3000) video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Higher Bandwidth: Up to 38.4 GB/s with dual-channel DDR4-2400 (Up to 38.4 GB/s with dual-channel DDR4-2400 vs Up to 38.4 GB/s)
  • Newer Launch Date: January 2018 (January 2018 vs October 2017)
  • Higher Boost Clock: 1100-1200 MHz (Up to 1200 MHz vs 1100-1200 MHz)
  • More Shading Units: 512 (192 vs 512)

Basic

Intel
Label Name
AMD
January 2018
Launch Date
October 2017
Integrated
Platform
Integrated
Raven Ridge / Picasso
Former Codename
Raven Ridge / Picasso
14 nm / 12 nm, APU-dependent
GPU Lithography
-
AMD Radeon Vega 3
Model Name
Radeon Vega 8 Graphics
Radeon Vega Mobile
Generation
Vega
600 MHz
Base Clock
300 MHz
Up to 1200 MHz
Boost Clock
1100-1200 MHz
Integrated
Bus Interface
IGP
No
RT Cores
-
3
Compute Units
8
No
Tensor Cores
Tensor Cores are specialized processing units designed specifically for deep learning, providing higher training and inference performance compared to FP32 training. They enable rapid computations in areas such as computer vision, natural language processing, speech recognition, text-to-speech conversion, and personalized recommendations. The two most notable applications of Tensor Cores are DLSS (Deep Learning Super Sampling) and AI Denoiser for noise reduction.
-
12
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
GlobalFoundries
Foundry
GlobalFoundries
14 nm / 12 nm, APU-dependent
Process Size
14 nm / 12 nm
Vega
Architecture
Vega (GCN 5.0)

Memory Specifications

Shared system memory
Memory Size
System Shared
DDR4 shared system memory
Memory Type
DDR4
Dual-channel system memory, platform dependent
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.
Up to 128-bit
Up to DDR4-2400, platform dependent
Memory Clock
1200 MHz (DDR4-2400)
Up to 38.4 GB/s with dual-channel DDR4-2400
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.
Up to 38.4 GB/s

Display and Media

Yes
AMD FreeSync
Yes
No hardware support
AV1 Encode/Decode
-
Encode/Decode
H.264 Hardware Encode/Decode
-
Encode/Decode
H.265 HEVC Hardware Encode/Decode
-
No hardware support
H.266 VVC Hardware Encode/Decode
-
No
Intel Quick Sync Video
-
Up to 3, platform dependent
Number of Displays Supported
-
HDMI, DisplayPort; device dependent
Outputs
-

Theoretical Performance

4.8 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.
-
14.4 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.
-
0.92 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.
-
28.8 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.
-
0.46 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.
1.2288 TFLOPS

AI Features

No
Intel Deep Learning Boost on GPU
-

Miscellaneous

PCIe 3.0
PCI Express Version
-
192
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
Shared with processor; typically 15 W APU TDP, 12-25 W configurable
TDP
-
1.2
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
OpenCL Version
-
4.6
OpenGL
-
No
CUDA
-
12 (12_1)
DirectX
DirectX 12 (Feature Level 12_1)
None
Power Connectors
-
4
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 Vega 3
0.46
Radeon Vega 8 (Ryzen 2000/3000)
1.2288 +167%
3DMark Time Spy
Radeon Vega 3
371.8
Radeon Vega 8 (Ryzen 2000/3000)
693 +86%
Vulkan
Radeon Vega 3
5847
Radeon Vega 8 (Ryzen 2000/3000)
7961 +36%
OpenCL
Radeon Vega 3
3959
Radeon Vega 8 (Ryzen 2000/3000)
7312 +85%