Difference between revisions of "Template:AMD custom APU"
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blackwiki>Max Storm |
blackwiki>Wikiinger m (bit) |
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! Texture fillrate ([[Texel (graphics)|GT]]/s){{efn|name="texture fill"}} | ! Texture fillrate ([[Texel (graphics)|GT]]/s){{efn|name="texture fill"}} | ||
! Size | ! Size | ||
| − | ! Bus type & width | + | ! Bus type & width |
! Band<br>-width ([[Gigabyte|GB]]/s) | ! Band<br>-width ([[Gigabyte|GB]]/s) | ||
|- | |- | ||
| Line 38: | Line 38: | ||
| 57.6 | | 57.6 | ||
| 8 GB | | 8 GB | ||
| − | | GDDR5<br />256 | + | | GDDR5<br />256-bit |
| 176 | | 176 | ||
| OpenGL 4.2, [[PlayStation 4 system software#Technology|GNM, GNMX and PSSL]] | | OpenGL 4.2, [[PlayStation 4 system software#Technology|GNM, GNMX and PSSL]] | ||
| Line 57: | Line 57: | ||
| rowspan=2 | 40.9 | | rowspan=2 | 40.9 | ||
| style="border-bottom: none" | 8 GB | | style="border-bottom: none" | 8 GB | ||
| − | | style="border-bottom: none" | DDR3<br />256 | + | | style="border-bottom: none" | DDR3<br />256-bit |
| style="border-bottom: none" | 68 | | style="border-bottom: none" | 68 | ||
| rowspan=2 | Direct3D 11.2 and 12 | | rowspan=2 | Direct3D 11.2 and 12 | ||
| Line 77: | Line 77: | ||
| rowspan=2 | 914 | | rowspan=2 | 914 | ||
| rowspan=2 | 1403.9 | | rowspan=2 | 1403.9 | ||
| − | | rowspan=2 | 14. | + | | rowspan=2 | 14.6 |
| − | | rowspan=2 | 43. | + | | rowspan=2 | 43.9 |
| style="border-bottom: none" | 8 GB | | style="border-bottom: none" | 8 GB | ||
| − | | style="border-bottom: none" | DDR3<br />256 | + | | style="border-bottom: none" | DDR3<br />256-bit |
| style="border-bottom: none" | 68 | | style="border-bottom: none" | 68 | ||
| rowspan=2 | Direct3D 11.2 and 12 | | rowspan=2 | Direct3D 11.2 and 12 | ||
| Line 103: | Line 103: | ||
| 131.2 | | 131.2 | ||
| 8 GB | | 8 GB | ||
| − | | GDDR5<br />256 | + | | GDDR5<br />256-bit |
| 218 | | 218 | ||
| OpenGL 4.2 (4.5), [[PlayStation 4 system software#Technology|GNM, GNMX and PSSL]] | | OpenGL 4.2 (4.5), [[PlayStation 4 system software#Technology|GNM, GNMX and PSSL]] | ||
| Line 122: | Line 122: | ||
| 187.5 | | 187.5 | ||
| 12 GB | | 12 GB | ||
| − | | GDDR5<br />384 | + | | GDDR5<br />384-bit |
| 326 | | 326 | ||
| Direct3D 11.2 and 12 | | Direct3D 11.2 and 12 | ||
Revision as of 20:40, 10 December 2017
| Chip (device) |
Launch | Fab (nm) | CPU | GPU | Memory | API Support | Special features | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Archi- tecture |
Cores | Clock (GHz) | L2 Cache | Archi- tecture |
Core config[lower-alpha 1] | Clock (MHz) | GFLOPS[lower-alpha 2] | Pixel fillrate (GP/s)[lower-alpha 3] | Texture fillrate (GT/s)[lower-alpha 4] | Size | Bus type & width | Band -width (GB/s) | |||||
| Liverpool (PS4) |
November 2013 | 28 | Jaguar | two modules with 4 cores each | 1.6 | 2× 2 MB | GCN 1st gen | 1152:72:32 | 800 | 1840 | 25.6 | 57.6 | 8 GB | GDDR5 256-bit |
176 | OpenGL 4.2, GNM, GNMX and PSSL | eight ACEs in the GPU and additional modules |
| Durango (Xbox One) |
November 2013 | 28 | Jaguar | two modules with 4 cores each | 1.75 | 2× 2 MB | GCN 2nd gen | 768:48:16 | 853 | 1310 | 13.6 | 40.9 | 8 GB | DDR3 256-bit |
68 | Direct3D 11.2 and 12 | two ACEs in the GPU |
| 32 MB | ESRAM | 204 | |||||||||||||||
| Durango? (Xbox One S)[1] |
June 2016 | 16 | Jaguar | two modules with 4 cores each | 1.75 | 2× 2 MB | GCN 2nd gen | 768:48:16 | 914 | 1403.9 | 14.6 | 43.9 | 8 GB | DDR3 256-bit |
68 | Direct3D 11.2 and 12 | two ACEs in the GPU |
| 32 MB | ESRAM | 219 | |||||||||||||||
| Neo (PS4 Pro)[2][3][4] |
November 2016 | 16 | Jaguar | "8 cores" | 2.1 | 2× 2 MB | GCN 4th gen | 2304:144:32 | 911 | 4197 | 29.2 | 131.2 | 8 GB | GDDR5 256-bit |
218 | OpenGL 4.2 (4.5), GNM, GNMX and PSSL | |
| Scorpio (Xbox One X)[5][6][7] |
November 2017 | 16 | Customized Jaguar |
two modules with 4 cores each | 2.3 | 2× 2 MB | GCN 4th gen[8] | 2560:160:32 | 1172 | 6000 | 37.5 | 187.5 | 12 GB | GDDR5 384-bit |
326 | Direct3D 11.2 and 12 | |
- ↑ Unified Shaders : Texture Mapping Units : Render Output Units
- ↑ Precision performance is calculated from the base (or boost) core clock speed based on a FMA operation.
- ↑ Pixel fillrate is calculated as the number of ROPs multiplied by the base (or boost) core clock speed.
- ↑ Texture fillrate is calculated as the number of TMUs multiplied by the base (or boost) core clock speed.
References
- ↑ MACHKOVECH, SAM (2 August 2016). "Microsoft hid performance boosts for old games in Xbox One S, told no one". Ars Technica. Retrieved 2 August 2016.
- ↑ Walton, Mark (10 August 2016). "PS4 Neo: Sony confirms PlayStation event for September 7". Ars Technica. Retrieved 10 August 2016.
- ↑ Walton, Mark (19 April 2016). "Sony PS4K is codenamed NEO, features upgraded CPU, GPU, RAM—report". Ars Technica. Retrieved 10 August 2016.
- ↑ Smith, Ryan (8 September 2016). "Analyzing Sony's Playstation 4 Pro Hardware Reveal: What Lies Beneath". Anandtech. Retrieved 8 September 2016.
- ↑ http://www.anandtech.com/show/11536/microsofts-project-scorpio-get-a-launch-date-xbox-one-x-499-november-7th
- ↑ https://arstechnica.com/gaming/2017/04/xbox-scorpio-hardware-specs/
- ↑ Cutress, Ian (21 August 2017). "Hot Chips: Microsoft Xbox One X Scoprio Engine Live Blog". Anandtech. Retrieved 21 August 2017.
- ↑ Freedman, Andrew (3 November 2017). "Xbox One X vs. PlayStation 4 Pro: Which Powerhouse Should You Get?". Tom's Guide. Retrieved 3 November 2017.