AMD Radeon RX Vega 10 Mobile

AMD Radeon RX Vega 10 Mobile

AMD Radeon RX Vega 10 Mobile is a Integrated video accelerator from AMD. It began to be released in October 2017. The GPU has a boost frequency of 1301MHz. It also has a memory frequency of SystemShared. Its characteristics, as well as benchmark results, are presented in more detail below.

Basic

Label Name
AMD
Platform
Integrated
Launch Date
October 2017
Model Name
Radeon RX Vega 10 Mobile
Generation
Raven Ridge
Base Clock
300MHz
Boost Clock
1301MHz
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.
640
Transistors
4,940 million
Compute Units
10
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.
40
Bus Interface
IGP
Foundry
GlobalFoundries
Process Size
14 nm
Architecture
GCN 5.0
TDP
10W

Memory Specifications

Memory Size
System Shared
Memory Type
System Shared
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
Memory Clock
SystemShared
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

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.
10.41 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.
52.04 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.
3.331 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.
104.1 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.
1.698 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_1)
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.
8
Shader Model
6.4

FP32 (float)

1.698 TFlops

Blender

86

Compared to Other GPU

SiliconCat Rating

846
Ranks 846 among all GPU on our website
FP32 (float)
Radeon R9 270 1024SP
AMD, March 2015
1.819 TFlops
Radeon Vega 7 Mobile
AMD, April 2021
1.771 TFlops
Radeon RX Vega 10 Mobile
AMD, October 2017
1.698 TFlops
Iris Xe Graphics G7 96EU
Intel, September 2020
1.623 TFlops
FirePro W6150M
AMD, November 2015
1.586 TFlops
Blender
Radeon RX 6950 XT
AMD, May 2022
2864
Radeon RX 7600M
AMD, January 2023
1338
GeForce GTX 1070 GDDR5X
NVIDIA, December 2018
561
GeForce GTX 980MX
NVIDIA, June 2016
251
Radeon RX Vega 10 Mobile
AMD, October 2017
86