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            AMD FirePro W4300
 
                                        
                                                     AMD FirePro W4300 is a Desktop video accelerator from AMD. It began to be released in December 2015. It also has a memory frequency of 1500MHz. Its characteristics, as well as benchmark results, are presented in more detail below.
                                            
                Basic
                            Label Name
                        
                        
                            AMD
                        
                    
                                Platform
                            
                            
                                Desktop
                            
                        
                                Launch Date
                            
                            
                                December 2015
                            
                        Model Name
                                                    
                            FirePro W4300
                                                    
                    Generation
                                                    
                            FirePro
                                                    
                    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.
                                
                            768
                                                    
                    Transistors
                                                    
                            2,080 million
                                                    
                    Compute Units
                                                    
                            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.
                                
                            48
                                                    
                    L1 Cache
                                                    
                            16 KB (per CU)
                                                    
                    L2 Cache
                                                    
                            256KB
                                                    
                    Bus Interface
                                                    
                            PCIe 3.0 x16
                                                    
                    Foundry
                                                    
                            TSMC
                                                    
                    Process Size
                                                    
                            28 nm
                                                    
                    Architecture
                                                    
                            GCN 2.0
                                                    
                    TDP
                                                    
                            50W
                                                    
                    Memory Specifications
Memory Size
                                                    
                            4GB
                                                    
                    Memory Type
                                                    
                            GDDR5
                                                    
                    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
                                                    
                    Memory Clock
                                                    
                            1500MHz
                                                    
                    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.
                                
                            96.00 GB/s
                                                    
                    Theoretical Performance
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.
                                
                            14.88 GPixel/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.
                                
                            44.64 GTexel/s
                                                    
                    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.
                                
                            89.28 GFLOPS
                                                    
                    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.
                                
                            1.427
                                                            TFlops
                                                    
                    Miscellaneous
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
                                                    
                            2.0
                                                    
                    OpenGL
                                                    
                            4.6
                                                    
                    DirectX
                                                    
                            12 (12_0)
                                                    
                    Power Connectors
                                                    
                            None
                                                    
                    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.
                                
                            16
                                                    
                    Shader Model
                                                    
                            6.3
                                                    
                    Suggested PSU
                                                    
                            250W
                                                    
                    FP32 (float)
                                                                1.427
                                TFlops
                            
                            Compared to Other GPU
										0%
									
								
										0%
									
								
										13%
									
								Better then 0% GPU over the past 3 years
								Better then 13% GPU
								SiliconCat Rating
										453
									
									
										Ranks 453 among Desktop GPU on our website
									
								
										945
									
									
										Ranks 945 among all GPU on our website
									
								
								FP32 (float)
							
															
															
															
															
															
													 
                                                             
                                                            