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Template:AMD Radeon Rx M3xx

From Wikipedia, the free encyclopedia
Model
(Codename)
Launch Architecture
(Fab)
Core Fillrate[a][b][c] Processing power[a][d]
(GFLOPS)
Memory TDP
Config[e] Clock[a] (MHz) Texture (GT/s) Pixel (GP/s) Size (GiB) Bus type
& width
Clock (MT/s) Band-
width (GB/s)
Radeon
R5 M330[1]
(Exo Pro)
2015 GCN 1st gen
(28 nm)
320:20:8 Un­known
1030
8.2 20.6 659.2 2
4
DDR3
64-bit
1800
2000
14.4
16
18 W
Radeon
R5 M335[1]
(Exo Pro)
2015 320:20:8 Un­known
1070
8.6 21.4 684.8 2
4
DDR3
64-bit
2200 17.6 Un­known
Radeon
R7 M360[2]
(Meso XT)
2015 384:24:8 Un­known
1125
9 27 864 2
4
DDR3
64-bit
2000 16 Un­known
Radeon
R9 M365X[3]
(Strato Pro)
2015 640:40:16 Un­known
925
14.8 37 1184 4 GDDR5
128-bit
4500 72 50 W
Radeon
R9 M370X[3]
(Strato Pro)
May 2015 640:40:16 800 12.8 32 1024 2 GDDR5
128-bit
4500 72 40–45 W
Radeon
R9 M375[3]
(Strato Pro)
2015 640:40:16 Un­known
1015
16.2 40.6 1299.2 4 GDDR5
128-bit
4400 35.2 Un­known
Radeon
R9 M375X[3]
(Strato Pro)
2015 640:40:16 Un­known
1015
16.2 40.6 1299.2 4 GDDR5
128-bit
4500 72 Un­known
Radeon
R9 M380[3]
(Strato Pro)
2015 640:40:16 Un­known
900
14.4 36 1152 4 GDDR5
128-bit
6000 96 Un­known
Radeon
R9 M385X[3]
(Strato)
2015 GCN 2nd gen
(28 nm)
896:56:16 Un­known
1100
17.6 61.6 1971.2 4 GDDR5
128-bit
6000 96 ~75 W
Radeon
R9 M390[3]
(Pitcairn)
June 2015 GCN 1st gen
(28 nm)
1024:64:32 Un­known
958
30.7 61.3 1962 2 GDDR5
256-bit
5460 174.7 ~100 W
Radeon
R9 M390X[3]
(Amethyst XT)
2015 GCN 3rd gen
(28 nm)
2048:128:32 Un­known
723
23.1 92.5 2961.4 4 GDDR5
256-bit
5000 160 125 W
Radeon
R9 M395[3]
(Amethyst Pro)
2015 1792:112:32 Un­known
834
26.6 93.4 2989.0 2 GDDR5
256-bit
5460 174.7 125 W
Radeon
R9 M395X[3]
Amethyst XT)
2015 2048:128:32 Un­known
909
29.1 116.3 3723.3 4 GDDR5
256-bit
5460 174.7 125 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