From Wikipedia, the free encyclopedia
Model
( Code name)
Release date
& price
Architecture
fab
Transistors
& die size
Core Fillrate [a] [b] [c] Processing power [a] [d]
( GFLOPS)
Memory TBP Bus
interface
Graphic output
ports
Config [e] Clock [a]
( MHz)
Texture
( GT/s)
Pixel
( GP/s)
Half Single Double Size
( GB)
Bandwidth
( GB/s)
Bus type
& width
Clock
( MT/s)
Radeon Vega Frontier Edition
(Air-cooled)
(Vega 10) [1] [2] [3]
Jun 27, 2017
$999 USD
GCN 5
GloFo  14 nm
12.5×109
494 mm2
4096:256:64
64 CU
1382
1600
353.8
409.6
88.4
102.4
22,643
26,214
11,321
13,107
707.6
819.2
16 484 HBM2
2048-bit
1890 300 W PCIe 3.0
×16
3×  DP 1.4a
HDMI 2.0b
Radeon Vega Frontier Edition
(Liquid-cooled)
(Vega 10) [1] [4] [5]
Jun 27, 2017
$1,499 USD
375 W
  1. ^ a b c Boost values (if available) are stated below the base value in italic.
  2. ^ Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
  3. ^ Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
  4. ^ Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  5. ^ Unified shaders : Texture mapping units : Render output units and Compute units (CU)
From Wikipedia, the free encyclopedia
Model
( Code name)
Release date
& price
Architecture
fab
Transistors
& die size
Core Fillrate [a] [b] [c] Processing power [a] [d]
( GFLOPS)
Memory TBP Bus
interface
Graphic output
ports
Config [e] Clock [a]
( MHz)
Texture
( GT/s)
Pixel
( GP/s)
Half Single Double Size
( GB)
Bandwidth
( GB/s)
Bus type
& width
Clock
( MT/s)
Radeon Vega Frontier Edition
(Air-cooled)
(Vega 10) [1] [2] [3]
Jun 27, 2017
$999 USD
GCN 5
GloFo  14 nm
12.5×109
494 mm2
4096:256:64
64 CU
1382
1600
353.8
409.6
88.4
102.4
22,643
26,214
11,321
13,107
707.6
819.2
16 484 HBM2
2048-bit
1890 300 W PCIe 3.0
×16
3×  DP 1.4a
HDMI 2.0b
Radeon Vega Frontier Edition
(Liquid-cooled)
(Vega 10) [1] [4] [5]
Jun 27, 2017
$1,499 USD
375 W
  1. ^ a b c Boost values (if available) are stated below the base value in italic.
  2. ^ Texture fillrate is calculated as the number of Texture Mapping Units multiplied by the base (or boost) core clock speed.
  3. ^ Pixel fillrate is calculated as the number of Render Output Units multiplied by the base (or boost) core clock speed.
  4. ^ Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
  5. ^ Unified shaders : Texture mapping units : Render output units and Compute units (CU)

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