Puneet Varma (Editor)

List of AMD graphics processing units

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This page contains general information about the GPUs and video cards by Advanced Micro Devices (AMD), including those by ATI Technologies before 2006, based on official specifications in table form.

Contents

Direct3D version note

Direct3D version indicates which graphics acceleration operations the card implements.

  • Direct3D 6.0 - Multitexturing
  • Direct3D 7.0 - Hardware Transformation, Clipping and Lighting (TCL/T&L)
  • Direct3D 8.0 - Pixel Shader 1.1 & Vertex Shader 1.1
  • Direct3D 8.1 - Pixel Shader 1.4 & Vertex Shader 1.1
  • Direct3D 9.0 - Shader Model 2.0
  • Direct3D 9.0b - Pixel Shader 2.0b & Vertex Shader 2.0
  • Direct3D 9.0c - Shader Model 3.0, GPGPU
  • Direct3D 9.0L - Windows Vista only, Direct3D 9.0c, Shader Model 3.0, Windows Graphics Foundation 1.0, DXVA 1.0, GPGPU
  • Direct3D 10.0 - Windows Vista/Windows 7, Shader Model 4.0, Windows Graphics Foundation 2.0, DXVA 2.0, GPGPU
  • Direct3D 10.1 - Windows Vista SP1/Windows 7, Shader Model 4.1, Windows Graphics Foundation 2.1, DXVA 2.1, GPGPU
  • Direct3D 11.0 - Windows Vista SP2/Windows 7, Shader Model 5.0, Tessellation, Multithreaded rendering, Compute shaders, implemented by hardware and software running Direct3D 9/10/10.1, GPGPU
  • Direct3D 11.1 - Windows 7 SP1/Windows 8, Stereoscopic 3D Rendering, GPGPU
  • Direct3D 11.2 - Windows 8.1, Tiled resources, GPGPU
  • Direct3D 11.3 - Windows 10, Shader Model 5.1, GPGPU
  • Direct3D 12.0 - Windows 10, low-level rendering API, Shader Model 6.0, GPGPU
  • OpenGL version note

    OpenGL version indicates which graphics acceleration operations the card implements.

  • OpenGL 1.1 - Texture objects
  • OpenGL 1.2 - 3D textures, BGRA and packed pixel formats
  • OpenGL 1.3 - Multitexturing, multisampling, texture compression
  • OpenGL 1.4 - Depth textures
  • OpenGL 1.5 - Vertex Buffer Object (VBO), Occlusion Queries
  • OpenGL 2.0 - GLSL 1.1, MRT, Non Power of Two textures, Point Sprites, Two-sided stencil
  • OpenGL 2.1 - GLSL 1.2, Pixel Buffer Object (PBO), sRGB Textures
  • OpenGL 3.0 - GLSL 1.3, Texture Arrays, Conditional rendering, Frame Buffer Object (FBO)
  • OpenGL 3.1 - GLSL 1.4, Instancing, Texture Buffer Object, Uniform Buffer Object, Primitive restart
  • OpenGL 3.2 - GLSL 1.5, Geometry Shader, Multi-sampled textures
  • OpenGL 3.3 - GLSL 3.30 Backports as much function as possible from the OpenGL 4.0 specification
  • OpenGL 4.0 - GLSL 4.00 Tessellation on GPU, shaders with 64-bit precision,
  • OpenGL 4.1 - GLSL 4.10 Developer-friendly debug outputs, compatibility with OpenGL ES 2.0,
  • OpenGL 4.2 - GLSL 4.20 Shaders with atomic counters, draw transform feedback instanced, shader packing, performance improvements
  • OpenGL 4.3 - GLSL 4.30 Compute shaders leveraging GPU parallelism, shader storage buffer objects, high-quality ETC2/EAC texture compression, increased memory security, a multi-application robustness extension, compatibility with OpenGL ES 3.0,
  • OpenGL 4.4 - GLSL 4.40 Buffer Placement Control, Efficient Asynchronous Queries, Shader Variable Layout, Efficient Multiple Object Binding, Streamlined Porting of Direct3D applications, Bindless Texture Extension, Sparse Texture Extension,
  • OpenGL 4.5 - GLSL 4.50 Direct State Access (DSA), Flush Control, Robustness, OpenGL ES 3.1 API and shader compatibility, DX11 emulation features
  • Video codec acceleration

  • R100 - Video Immersion
  • R200 - Video Immersion II
  • R300 - Video Immersion II + Video Shader
  • R410 - Video Shader HD
  • R420 - Video Shader HD + DXVA
  • R520 - Avivo Video
  • R600 - Avivo HD Video - UVD 1.0
  • R700 - UVD 2, UVD 2.2
  • Evergreen - UVD 2.2
  • Northern Islands - UVD 3 (HD 67xx UVD 2.2)
  • Southern Islands - UVD 3.1, Video Coding Engine 1.0
  • Sea Islands - UVD 4.2, VCE 2.0
  • Volcanic Islands - UVD 5.0, 6.0, Video Coding Engine 3.0
  • Arctic Islands - UVD 6.3, VCE 3.4
  • Field explanations

    The fields in the table listed below describe the following:

  • Model – The marketing name for the processor assigned by ATI. Note that the ATI trademark has been replaced by AMD trademark starting with the Radeon HD 6000 series graphics processing units. Professional graphics processing units will switch to the AMD trademark as well.
  • Launch – Date of release for the processor.
  • Model number – Mobility VPUs are based on technology from several technology families. ATI assigns codenames based on an "MXX" model string, which does not relate to the actual technological base of the processor (represented by the R-number). Additionally, ATI is the sole supplier for all Mobility Radeon parts. For this reason, except for the Mobility Radeon 2000 series, all Mobility processors are listed on the same table.
  • Code name – The internal engineering codename for the processor (typically designated by an RNXX name where N is the series number and XX is the market segment for which the product is designed. Additionally, a codename may follow the RVNXX format where "V" typically signifies a processor intended for a mainstream or value market segment).
  • Fab – Fabrication process. Average feature size of components of the processor.
  • Bus interface – Bus by which the graphics processor is attached to the system (typically an expansion slot, such as PCI, AGP, or PCIe).
  • Memory – The reference amount of memory used by the processor.
  • Core clock – The reference core clock frequency (used as some manufacturers adjust clocks lower and higher, this number will always be that listed by ATI).
  • Memory clock – The reference memory clock frequency (used as some manufacturers adjust clocks lower and higher, this number will always be that listed by ATI).
  • Core config – The layout of the graphics pipeline, in terms of functional units. Over time the number, type and variety of functional units in the GPU core has changed significantly; before each section in the list there is an explanation as to what functional units are present in each generation of processors.
  • Performance subsection
  • Shader operations - How many operations the pixel shaders (or unified shaders in Direct3D 10 and newer GPUs) can perform. Measured in MOperations/s or GOperations/s.
  • Pixel fillrate - The number of pixels the raster operators can render to a display in one second. Measured in MPixels/s or GPixels/s.
  • Texture fillrate - The rate at which a texture can be mapped by the texture mapping units onto a polygon mesh in one second. Measured in MTexels/s or GTexels/s.
  • Vertex operations - The amount of geometry operations that can be processed on the vertex shaders in one second (only applies to Direct3D 9.0c and older GPUs). Measured in MVertices/s.
  • Memory subsection
  • Bandwidth – Maximum theoretical bandwidth for the processor at factory clock with factory bus width. GB=109 bytes.
  • Bus type – Type of memory bus or buses utilized.
  • Bus width – Maximum bit width of the memory bus or buses utilized. This will always be a factory bus width.
  • API compliance section
  • Direct3D – Highest version of Direct3D with which the hardware is fully compliant.
  • OpenGL – Highest version of OpenGL with which the hardware is fully compliant.
  • Features – Additional features that are not standard as a part of the two graphics libraries.
  • Wonder Series

    1 Pixel pipelines : Render output units

    Mach Series

    1 Pixel pipelines : Render output units

    Rage Series

    1 Pixel pipelines : Vertex shaders : Texture mapping units : Render output units
    2 OpenGL 1.0 (Generic 2D) is provided through software implementations.

    Radeon 7000 Series

  • All models include Direct3D 7.0 and OpenGL 1.3
  • 1 Pixel shaders : Vertex shaders : Texture mapping units : Render output units
    A First number indicates cards with 32MB of memory. Second number indicates cards with 64MB of memory.
    B First number indicates OEM cards. Second number indicates Retail cards.

    IGP (3xx Series)

  • All models are manufactured with a 180 nm fabrication process
  • All models include Direct3D 7.0 and OpenGL 1.4
  • Based on the Radeon VE
  • 1 Pixel shaders : Vertex shaders : Texture mapping units : Render output units

    Radeon 8000 & 9000 Series

  • All models are manufactured with a 150 nm fabrication process
  • All models include Direct3D 8.1 and OpenGL 1.4
  • 1 Pixel shaders : Vertex shaders : Texture mapping units : Render output units

    IGP (9000 Series)

  • All models are manufactured with a 150 nm fabrication process
  • All models include Direct3D 8.1 and OpenGL 1.4
  • Based on the Radeon 9200
  • 1 Pixel shaders : Vertex shaders : Texture mapping units : Render output units

    AGP (9000 Series)

  • All models include Direct3D 9.0 and OpenGL 2.0
  • 1 Pixel shaders : Vertex Shaders : Texture mapping units : Render output units
    2 The 256-bit version of the 9800 SE when unlocked to 8-pixel pipelines with third party driver modifications should function close to a full 9800 Pro.

    PCI-E (X3xx, X5xx, X6xx, X1000 Series)

  • All models include Direct3D 9.0 and OpenGL 2.0
  • All models use a PCI-E x16 interface
  • 1 Pixel shaders : Vertex Shaders : Texture mapping units : Render output units

    IGP (X2xx, 11xx Series)

  • All models include Direct3D 9.0 and OpenGL 2.0
  • Based on the Radeon X300
  • 1Pixel shaders : Vertex Shaders : Texture mapping units : Render output units

    AGP (X7xx, X8xx)

  • All models include AGP 8x
  • All models include Direct3D 9.0b and OpenGL 2.0
  • 1 Pixel shaders : Vertex shaders : Texture mapping units : Render output units

    PCI-E (X7xx, X8xx)

  • All models include PCI-E x16
  • All models include Direct3D 9.0b and OpenGL 2.0
  • 1 Pixel shaders : Vertex Shaders : Texture mapping units : Render output units

    IGP (X12xx, 21xx)

  • All models include Direct3D 9.0b and OpenGL 2.0
  • Based on Radeon X700
  • Radeon X1000 Series

  • Note that ATI X1000 Series cards (e.g. X1900) don't have Vertex Texture Fetch, hence they do not fully comply with the VS 3.0 model. Instead, they offer a feature called "Render to Vertex Buffer (R2VB)" that provides functionality that is an alternative Vertex Texture Fetch.
  • 1 Pixel shaders : Vertex shaders : Texture mapping units : Render output units

    IGP (HD 3000)

  • All Radeon HD 3000 IGP models include Direct3D 10.0 and OpenGL 3.3
  • 1 Unified shaders : Texture mapping units : Render output units
    2 The clock frequencies may vary in different usage scenarios, as ATI PowerPlay technology is implemented. The clock frequencies listed here refer to the officially announced clock specifications.
    3 The sideport is a dedicated memory bus. It preferably used for frame buffer.

    All-in-Wonder Series

    1 Pixel pipelines : Vertex shaders : Texture mapping units : Render output units
    2 Unified shaders : Texture mapping units : Render output units

    Radeon HD 4000 Series

    1 Unified shaders : Texture mapping units : Render output units
    2 The effective data transfer rate of GDDR5 is quadruple its nominal clock, instead of double as it is with other DDR memory.
    3 The TDP is reference design TDP values from AMD. Different non-reference board designs from vendors may lead to slight variations in actual TDP.
    4 All models feature UVD2 & PowerPlay.

    IGP (HD 4000)

  • All Radeon HD 4000 IGP models include Direct3D 10.1 and OpenGL 3.3
  • 1 Unified shaders : Texture mapping units : Render output units
    2 The clock frequencies may vary in different usage scenarios, as ATI PowerPlay technology is implemented. The clock frequencies listed here refer to the officially announced clock specifications.
    3 The sideport is a dedicated memory bus. It preferably used for frame buffer.

    Radeon HD 5000 Series

  • The HD5000 series is the last series of AMD GPUs which supports two analogue CRT-monitors with a single graphics card (i.e. with two RAM-DACs) AMD Eyefinity introduced.
  • IGP (HD 6000)

  • All models feature the UNB/MC Bus interface
  • All models do not feature double-precision FP
  • With driver Update OpenGL 4.4 available (Last Catalyst 15.12)
  • All models feature Angle independent anisotropic filtering, UVD3, and AMD Eyefinity capabilities, with up to three outputs.
  • All models feature 3D Blu-ray Disc acceleration.
  • IGP (HD 7000)

  • All models feature the UNB/MC Bus interface
  • All models do not support double-precision FP
  • All models feature angle independent anisotropic filtering, UVD3.2, and Eyefinity capabilities, with up to four outputs.
  • All models are based on the TeraScale 3 (VLIW4) used in the Radeon HD 69xx Series (Cayman) GPUs.
  • Rage Mobility Series

    1 Vertex shaders : Pixel shaders : Texture mapping units : Render output units

    Mobility Radeon Series

    1 Vertex shaders : Pixel shaders : Texture mapping units : Render output units.

    Mobility Radeon X300, X600, X700, X800 Series

    1 Vertex shaders : Pixel shaders : Texture mapping units : Render output units.

    Mobility Radeon X1000 Series

    1 Vertex shaders : Pixel shaders : Texture mapping units : Render output units.

    Mobility Radeon HD 2000 Series

    OpenGL 3.3 is possible with latest drivers for all RV6xx.

    1 Vertex shaders : Pixel shaders : Texture mapping units : Render output units.
    2 Unified Shaderss : Texture mapping units : Render output units

    Mobility Radeon HD 3000 Series

    1 Unified Shaders : Texture mapping units : Render output units

    Mobility Radeon HD 4000 Series

    1 Unified shaders : Texture mapping units : Render output units
    2 The effective data transfer rate of GDDR5 is quadruple its nominal clock, instead of double as it is with other DDR memory.

    Mobility Radeon HD 5000 Series

    1 Unified shaders : Texture mapping units : Render output units
    2 The effective data transfer rate of GDDR5 is quadruple its nominal clock, instead of double as it is with other DDR memory.

    Radeon HD 6000M Series

    1 Unified shaders : Texture mapping units : Render output units : Compute units
    2 The effective data transfer rate of GDDR5 is quadruple its nominal clock, instead of double as it is with other DDR memory.

    IGP (HD 6000)

  • All models feature the UNB/MC Bus interface
  • All models do not feature double-precision FP
  • All models feature Angle independent anisotropic filtering, UVD3, and Eyefinity capabilities, with up to three outputs.
  • IGP (HD 6000G)

  • All models include Direct3D 11, OpenGL 4.4 and OpenCL 1.2
  • All models feature the UNB/MC Bus interface
  • All models do not feature double-precision FP
  • All models feature Angle independent anisotropic filtering, UVD3 and Eyefinity capabilities, with up to three outputs.
  • All models feature VLIW5
  • 1 Unified shaders : Texture mapping units : Render output units : Compute units
    2 TDP specified for AMD reference designs, includes CPU power consumption. Actual TDP of retail products may vary.

    FireGL Series

    1 Vertex shaders : Pixel shaders : Texture mapping units : Render output units
    2 Unified shaders : Texture mapping units : Render output units : Compute Units

    FirePro 3D Series (V000)

    1 Unified shaders : Texture mapping units : Render output units : Compute Units
    2 The effective data transfer rate of GDDR5 is quadruple its nominal clock, instead of double as it is with other DDR memory
    3 Windows 7, 8.1, 10 Support for Fire Pro Cards with Terascale 2 and later by firepro driver 15.301.2601

    FirePro Series (Vx900)

    1 Unified shaders : Texture mapping units : Render output units : Compute Units
    2 The effective data transfer rate of GDDR5 is quadruple its nominal clock, instead of double as it is with other DDR memory.
    3 Support for Windows 7, 8.1 for OpenGL 4.4 and OpenCL 2.0, when Hardware is prepared with firepro driver 14.502.1045

    FirePro Workstation Series (Wx000)

  • Vulkan 1.0 and OpenGL 4.5 possible for GCN 1st Generation with Driver Update FirePro equal to Radeon Crimson 16.3 or higher.
  • 1 Unified shaders : Texture mapping units : Render output units : Compute Units
    2 The effective data transfer rate of GDDR5 is quadruple its nominal clock, instead of double as it is with other DDR memory.
    3 OpenGL 4.4: support with AMD FirePro driver release 14.301.000 or later, in footnotes of specs

    FirePro Workstation Series (Wx100)

  • Vulkan 1.0 and OpenGL 4.5 possible for GCN 1st and higher with Driver Update FirePro equal to Radeon Crimson 16.3 or higher. OpenCL 2.1 and 2.2 possible for all OpenCL 2.0-Cards with Driver Update in Future (Khronos). Linux Support for OpenCL is limited with AMDGPU Driver 16.60 actual to Version 1.2.
  • 1 Unified shaders : Texture mapping units : Render output units : compute units
    2 The effective data transfer rate of GDDR5 is quadruple its nominal clock, instead of double as it is with other DDR memory.
    3 OpenGL 4.4: support with AMD FirePro driver release 14.301.000 or later, in footnotes of specs

    FirePro Server Series (S000x/Sxx 000)

  • Vulkan 1.0 and OpenGL 4.5 possible for GCN 1st and higher with Driver Update FirePro equal to Radeon Crimson 16.3 or higher. OpenGL 4.5 was only in Windows available. Actual Linux Driver support OpenGL 4.5 and Vulkan 1.0, but only OpenCL 1.2 by AMDGPU Driver 16.60.
  • 1 Unified shaders : Texture mapping units : Render output units: Compute units
    2 The effective data transfer rate of GDDR5 is quadruple its nominal clock, instead of double as it is with other DDR memory.
    3 OpenGL 4.4: support with AMD FirePro driver release 14.301.000 or later, in footnotes of specs

    Radeon Sky Series

    1 Unified shaders : Texture mapping units : Render output units : compute units
    2 The effective data transfer rate of GDDR5 is quadruple its nominal clock, instead of double as it is with other DDR memory.

    FireMV (Multi-View) Series

    1 Vertex shaders : Pixel shaders : Texture mapping unit : Render output units
    2 Unified shaders : Texture mapping unit : Render output units

    FireStream Series

  • FireStream 9170 include Direct3D 10.1, OpenGL 3.3 and APP Stream
  • FireStream 92x0 include Direct3D 10.1, OpenGL 3.3 and OpenCL 1.0
  • FireStream 93x0 include Direct3D 11, OpenGL 4.3 and OpenCL 1.2 with Last Driver updates
  • FirePro Remote Series

    1 Unified shaders : Texture mapping units : Render output units : compute units
    2 The effective data transfer rate of GDDR5 is quadruple its nominal clock, instead of double as it is with other DDR memory.

    Radeon Pro WX x100

    4th Quarter 2016 Launch by AMD

    Mobility FireGL Series

    1 Vertex shader : Pixel shaders : Texture mapping units : Render output units
    2 Unified shaders : Texture mapping units : Render output units

    FirePro Mobile Series

  • Vulkan 1.0 and OpenGL 4.5 possible for GCN 1st and higher with Driver Update FirePro equal to Radeon Crimson 16.3 or higher.
  • 2 Unified Shaders : Texture mapping units : Render output units : Compute Units

    Console graphics processors

    1 Pixel shaders : Vertex shaders : Texture mapping units : Render output units
    2 Unified shaders : Texture mapping units : Render output units : Compute Units
    3 12.8 GB/s texture bandwidth. 9.6 GB/s framebuffer and Z-buffer bandwidth.

  • The Latte looks similar to the RV730 used in the Radeon HD4650/4670. Although It's an even closer possibly exact specification match to the HD5550 as it has exactly the same clock, number of Shaders, Texture mapping units & Render Outputs
  • References

    List of AMD graphics processing units Wikipedia