The following is a list that contains general information about GPUs, and other video cards, made by AMD, including those made by ATI Technologies before 2006, based on official specifications in table-form.
The headers in the table listed below describe the following:
Due to conventions changing over time, some numerical definitions such as core config, core clock, performance and memory should not be compared one-to-one across generations. The following tables are for reference use only, and do not reflect actual performance.
<sup>1</sup> Pixel pipelines : Vertex shaders : Texture mapping units : Render output units<br /> <sup>2</sup> OpenGL 1.0 (Generic 2D) is provided through software implementations.
<sup>1</sup> Pixel pipelines : Vertex shaders : Texture mapping units : Render output units<br /> <br /><sup>A</sup> First number indicates cards with 32 MB of memory. Second number indicates cards with 64 MB of memory. <br /><sup>B</sup> First number indicates OEM cards. Second number indicates Retail cards.
<sup>1</sup> Pixel pipelines : Vertex shaders : Texture mapping units : Render output units
<sup>1</sup> Pixel shaders : Vertex shaders : Texture mapping units : Render output units
<sup>1</sup> Pixel shaders : Vertex shaders : Texture mapping units : Render output units
<sup>1</sup> Pixel shaders : Vertex Shaders : Texture mapping units : Render output units<br /> <sup>2</sup> 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.
<sup>1</sup> Pixel shaders : Vertex Shaders : Texture mapping units : Render output units
<sup>1</sup>Pixel shaders : Vertex Shaders : Texture mapping units : Render output units
<sup>1</sup> Pixel shaders : Vertex shaders : Texture mapping units : Render output units
<sup>1</sup> Pixel shaders : Vertex Shaders : Texture mapping units : Render output units
Note that ATI X1000 series cards (e.g. X1900) do not 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.
<sup>1</sup> Pixel shaders : Vertex shaders : Texture mapping units : Render output units
<sup>1</sup> Unified shaders : Texture mapping units : Render output units <br /><sup>2</sup> The clock frequencies may vary in different usage scenarios, as AMD PowerPlay technology is implemented. The clock frequencies listed here refer to the officially announced clock specifications. <br /><sup>3</sup> The sideport is a dedicated memory bus. It is preferably used for a frame buffer.
<sup>1</sup> Pixel shaders : Vertex shaders : Texture mapping units : Render output units <br /><sup>2</sup> Unified shaders : Texture mapping units : Render output units
<sup>1</sup> Unified shaders : Texture mapping units : Render output units <br /><sup>2</sup> The effective data transfer rate of GDDR5 is quadruple its nominal clock, instead of double as it is with other DDR memory. <br /><sup>3</sup> The TDP is reference design TDP values from AMD. Different non-reference board designs from vendors may lead to slight variations in actual TDP. <br /><sup>4</sup> All models feature UVD2 and PowerPlay.
<sup>1</sup> Unified shaders : Texture mapping units : Render output units <br /><sup>2</sup> 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. <br /><sup>3</sup> The sideport is a dedicated memory bus. It preferably used for frame buffer.
⢠The Radeon HD 6000 series has a new tesselation engine which is said to double the performance when working with tesselation compared to the previous HD 5000 series.
These GPUs are either integrated into the mainboard or occupy a Mobile PCI Express Module (MXM).
<sup>1</sup> Vertex shaders : Pixel shaders : Texture mapping units : Render output units.
<sup>1</sup> Vertex shaders : Pixel shaders : Texture mapping units : Render output units.
<sup>1</sup> Vertex shaders : Pixel shaders : Texture mapping units : Render output units.
<sup>1</sup> Vertex shaders : Pixel shaders : Texture mapping units : Render output units.
OpenGL 3.3 is possible with latest drivers for all RV6xx.
<sup>1</sup> Vertex shaders : Pixel shaders : Texture mapping units : Render output units. <br /><sup>2</sup> Unified Shaderss : Texture mapping units : Render output units
<sup>1</sup> Unified Shaders : Texture mapping units : Render output units
<sup>1</sup> Unified shaders : Texture mapping units : Render output units <br /><sup>2</sup> The effective data transfer rate of GDDR5 is quadruple its nominal clock, instead of double as it is with other DDR memory.
<sup>1</sup> Unified shaders : Texture mapping units : Render output units <br /><sup>2</sup> The effective data transfer rate of GDDR5 is quadruple its nominal clock, instead of double as it is with other DDR memory.
<sup>1</sup> Unified shaders : Texture mapping units : Render output units : Compute units <br /><sup>2</sup> TDP specified for AMD reference designs, includes CPU power consumption. Actual TDP of retail products may vary.
<sup>1</sup> Vertex shaders : Pixel shaders : Texture mapping units : Render output units <br /><sup>2</sup> Unified shaders : Texture mapping units : Render output units : Compute Units
<sup>1</sup> Vertex shaders : Pixel shaders : Texture mapping unit : Render output units <br /><sup>2</sup> Unified shaders : Texture mapping unit : Render output units
<sup>1</sup> Unified shaders : Texture mapping units : Render output units : Compute Units <br /><sup>2</sup> The effective data transfer rate of GDDR5 is quadruple its nominal clock, instead of double as it is with other DDR memory <br /><sup>3</sup> Windows 7, 8.1, 10 Support for Fire Pro Cards with Terascale 2 and later by firepro driver 15.301.2601
<sup>1</sup> Unified shaders : Texture mapping units : Render output units : Compute Units <br /><sup>2</sup> The effective data transfer rate of GDDR5 is quadruple its nominal clock, instead of double as it is with other DDR memory. <br /><sup>3</sup> Support for Windows 7, 8.1 for OpenGL 4.4 and OpenCL 2.0, when Hardware is prepared with firepro driver 14.502.1045
<sup>1</sup> Unified shaders : Texture mapping units : Render output units : Compute Units <br /><sup>2</sup> The effective data transfer rate of GDDR5 is quadruple its nominal clock, instead of double as it is with other DDR memory. <br /><sup>3</sup> OpenGL 4.4: support with AMD FirePro driver release 14.301.000 or later, in footnotes of specs
In 2014, AMD released the D-Series specifically for Mac Pro workstations.
<sup>1</sup> Unified shaders : Texture mapping units : Render output units : compute units
<sup>1</sup> Unified shaders : Texture mapping units : Render output units : compute units <br /><sup>2</sup> The effective data transfer rate of GDDR5 is quadruple its nominal clock, instead of double as it is with other DDR memory. <br /><sup>3</sup> OpenGL 4.4: support with AMD FirePro driver release 14.301.000 or later, in footnotes of specs
<sup>1</sup> Unified shaders : Texture mapping units : Render output units : compute units <br /><sup>2</sup> The effective data transfer rate of GDDR5 is quadruple its nominal clock, instead of double as it is with other DDR memory.
<sup>1</sup> Unified shaders : Texture mapping units : Render output units: Compute units <br /><sup>2</sup> The effective data transfer rate of GDDR5 is quadruple its nominal clock, instead of double as it is with other DDR memory. <br /><sup>3</sup> OpenGL 4.4: support with AMD FirePro driver release 14.301.000 or later, in footnotes of specs
<sup>1</sup> Unified shaders : Texture mapping units : Render output units : compute units <br /><sup>2</sup> The effective data transfer rate of GDDR5 is quadruple its nominal clock, instead of double as it is with other DDR memory.
<sup>1</sup> Unified shaders : Texture mapping units : Render output units<br /> <sup>2</sup> CU = Compute units<br /> <sup>3</sup> The effective data transfer rate of GDDR5 is quadruple its nominal clock, instead of double as it is with other DDR memory.
<sup>1</sup> Pixel shaders : Vertex shaders : Texture mapping units : Render output units<br /> <sup>2</sup> Unified shaders : Texture mapping units : Render output units<br /> <sup>3</sup> Unified shaders : Texture mapping units : Render output units : RT Cores<br /> <sup>4</sup> The Latte looks similar to the RV730 used in the Radeon HD4650/4670.<br /> <sup>5</sup> In most cases, especially in games, half of this data can be considered.