AMD ROG Ally GPU
vs
AMD Xbox Series S GPU

vs

GPU Comparison Result

Below are the results of a comparison of AMD ROG Ally GPU and AMD Xbox Series S GPU video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Larger Memory Size: 16GB (16GB vs 8GB)
  • Newer Launch Date: January 2023 (January 2023 vs November 2020)
  • Higher Bandwidth: 224.0 GB/s (51.20 GB/s vs 224.0 GB/s)
  • More Shading Units: 1280 (256 vs 1280)

Basic

AMD
Label Name
AMD
January 2023
Launch Date
November 2020
Game console
Platform
Game console
ROG Ally GPU
Model Name
Xbox Series S GPU
Console GPU
Generation
Console GPU
1500MHz
Base Clock
-
2500MHz
Boost Clock
-
25,390 million
Transistors
8,000 million
4
RT Cores
-
4
Compute Units
20
16
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.
80
TSMC
Foundry
TSMC
4 nm
Process Size
7 nm
RDNA 3.0
Architecture
RDNA 2.0

Memory Specifications

16GB
Memory Size
8GB
LPDDR5
Memory Type
GDDR6
64bit
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.
128bit
1600MHz
Memory Clock
1750MHz
51.20 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.
224.0 GB/s

Theoretical Performance

20.00 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.
50.08 GPixel/s
40.00 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.
125.2 GTexel/s
5.120 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.
8.013 TFLOPS
160.0 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.
250.4 GFLOPS
2.509 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.
4.086 TFLOPS

Miscellaneous

256
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.
1280
128 KB per Array
L1 Cache
-
6MB
L2 Cache
2MB
30W
TDP
100W
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
1.2
4.6
OpenGL
4.6
12 Ultimate (12_2)
DirectX
12 Ultimate (12_2)
None
Power Connectors
-
8
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.
32
6.7
Shader Model
6.7

Benchmarks

FP32 (float) / TFLOPS
ROG Ally GPU
2.509
Xbox Series S GPU
4.086 +63%