Better then 0% GPU over the past year
Top 500
AMD Radeon RX 470
AMD Radeon RX 470 is a Desktop video accelerator from AMD. It began to be released in August 2016. The GPU has a boost frequency of 1206MHz. It also has a memory frequency of 1650MHz. Its characteristics, as well as benchmark results, are presented in more detail below.
Basic
Label Name
AMD
Platform
Desktop
Launch Date
August 2016
Model Name
Radeon RX 470
Generation
Arctic Islands
Base Clock
926MHz
Boost Clock
1206MHz
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.
2048
Transistors
5,700 million
Compute Units
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.
128
L1 Cache
16 KB (per CU)
L2 Cache
2MB
Bus Interface
PCIe 3.0 x16
Foundry
GlobalFoundries
Process Size
14 nm
Architecture
GCN 4.0
TDP
120W
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.
256bit
Memory Clock
1650MHz
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.
211.2 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.
38.59 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.
154.4 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.
4.940 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.
308.7 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.
4.841
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
2.1
OpenGL
4.6
DirectX
12 (12_0)
Power Connectors
1x 6-pin
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
Shader Model
6.4
Suggested PSU
300W
Shadow of the Tomb Raider 2160p
12
Fps
Shadow of the Tomb Raider 1440p
24
Fps
Shadow of the Tomb Raider 1080p
41
Fps
GTA 5 1440p
35
Fps
GTA 5 1080p
94
Fps
FP32 (float)
4.841
TFlops
3DMark Time Spy
3778
Compared to Other GPU
0%
9%
51%
Better then 9% GPU over the past 3 years
Better then 51% GPU
SiliconCat Rating
235
Ranks 235 among Desktop GPU on our website
494
Ranks 494 among all GPU on our website
Shadow of the Tomb Raider 2160p
Shadow of the Tomb Raider 1440p
Shadow of the Tomb Raider 1080p
GTA 5 1440p
GTA 5 1080p
FP32 (float)
3DMark Time Spy