ATI Radeon HD 5670 640SP Edition
vs
AMD Radeon Vega 7

vs

GPU Comparison Result

Below are the results of a comparison of ATI Radeon HD 5670 640SP Edition and AMD Radeon Vega 7 video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Larger Memory Size: 512MB (512MB vs System Shared)
  • Higher Bandwidth: 64.00 GB/s (64.00 GB/s vs System Dependent)
  • More Shading Units: 640 (640 vs 448)
  • Newer Launch Date: January 2020 (July 2010 vs January 2020)

Basic

ATI
Label Name
AMD
July 2010
Launch Date
January 2020
Desktop
Platform
Integrated
Radeon HD 5670 640SP Edition
Model Name
Radeon Vega 7 (Ryzen 4000/5000/7030)
Evergreen
Generation
Renoir / Lucienne / Cezanne / Barcelo / Barcelo-R
-
Base Clock
300MHz
-
Boost Clock
Up to 2000 MHz, depending on processor
PCIe 2.0 x16
Bus Interface
IGP
1,040 million
Transistors
-
8
Compute Units
7
32
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.
28
TSMC
Foundry
TSMC
40 nm
Process Size
7 nm
TeraScale 2
Architecture
Vega / GCN 5

Memory Specifications

512MB
Memory Size
System Shared
GDDR5
Memory Type
System Shared
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.
System Shared
1000MHz
Memory Clock
SystemShared
64.00 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

Display and Media

1x DVI
1x HDMI 1.3a
1x DisplayPort 1.1
Outputs
No outputs

Theoretical Performance

6.000 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.
15.20 GPixel/s
24.00 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.
53.20 GTexel/s
-
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.
3.405 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.
106.4 GFLOPS
0.941 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.
1.736 TFLOPS

Miscellaneous

640
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.
448
8 KB (per CU)
L1 Cache
-
256KB
L2 Cache
-
64W
TDP
-
-
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
1.2
OpenCL Version
2.1
4.4
OpenGL
4.6
11.2 (11_0)
DirectX
12 (12_1)
None
Power Connectors
None
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.
8
5.0
Shader Model
6.4
250W
Suggested PSU
-

Benchmarks

FP32 (float) / TFLOPS
Radeon HD 5670 640SP Edition
0.941
Radeon Vega 7
1.736 +84%