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Template:AMD Radeon Rx M4xx

Model
(Codename)
Launch Architecture
Fab
Core Fillrate[a][b][c] Processing power[a][d]
(GFLOPS)
Memory TDP
Config[e] Clock[a] (MHz) Texture (GT/s) Pixel (GP/s) Bus type
& width
Size (GiB) Clock (MHz) Band-
width (GB/s)
Radeon
R5 M420[1]
(Jet Pro)
15 May 2016 GCN 1st gen
28 nm
320:20:8 780
855
15.6
17.1
6.24
6.84
499
547
DDR3
64-bit
2 1000 16.0 ~20 W
Radeon
R5 M430[2]
(Exo Pro)
15 May 2016 320:20:8 1030
?
20.6 8.2 659.2
659.2
DDR3
64-bit
2 1000 14.4 18 W
Radeon
R7 M435[3]
(Jet Pro)
15 May 2016 320:20:8 780
855
15.6
17.1
6.24
6.84
499
547
GDDR5
64-bit
4 1000 32 ~20 W
Radeon
R7 M440[4]
(Meso Pro)
15 May 2016 320:20:8 1021
?
20.4 8.17 653
653
DDR3
64-bit
4 1000 16 ~20 W
Radeon
R7 M445[5]
(Meso Pro)
14 May 2016 320:20:8 780
920
15.6
18.4
6.24
7.36
499
589
GDDR5
64-bit
4 1000 32 ~20 W
Radeon
R7 M460[6][7]
(Meso XT)
April 2016 384:24:8 1100
1125
26.4
27.0
8.8
9.00
844
864
DDR3
64-bit
2 900 14.4 Un­known
Radeon
RX 460[8]
(Baffin)
August 2016 GCN 4th gen
14 nm
896:56:16 Un­known Un­known Un­known Un­known GDDR5
128-bit
2 1750 112 35 W?
Radeon
R7 M465[9][10]
(Litho XT)
May 2016 GCN 1st gen
28 nm
384:24:8 825
960
19.8
23.0
6.6
7.68
634
737
GDDR5
128-bit
4 1150 32 Un­known
Radeon
R7 M465X[11]
(Tropo XT)
May 2016 512:32:16 900
925
28.8
29.6
14.4
14.80
921
947
GDDR5
128-bit
4 1125 72 Un­known
Radeon
R9 M470[12]
(Strato Pro)
May 2016 GCN 2nd gen
28 nm
768:48:16 900
1000
43.2
48.0
14.4
16.00
1382
1536
GDDR5
128-bit
4 1500 96 ~75 W
Radeon
R9 M470X[13]
(Strato XT)
May 2016 896:56:16 1000
1100
56.0
61.6
16.00
17.60
1792
1971
GDDR5
128-bit
4 1500 96 ~75 W
Radeon
RX 470[14]
(Ellesmere Pro)
August 2016 GCN 4th gen
14 nm
2048:128:32 Un­known Un­known Un­known Un­known GDDR5
256-bit
4 1650 211 85 W?
Radeon
RX 480M
(Baffin)
TBA 1024:xx:xx Un­known Un­known Un­known Un­known GDDR5
128-bit
Un­known Un­known Un­known 35 W
Radeon
R9 M485X[15]
(Antigua XT)
May 2016 GCN 3rd gen
28 nm
2048:128:32 723 92.5 23.14 2961 GDDR5
256-bit
8 1250 160 ~100 W
  1. ^ a b c Boost values (if available) are stated below the base value in italic.
  2. ^ Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
  3. ^ Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
  4. ^ Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  5. ^ Unified Shaders : Texture Mapping Units : Render Output Units