Template:AMD custom APU
| 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) |
Nov 2013 | 28 | Jaguar | 2 modules with 4 cores each | 1.6 | 2× 2 MB | GCN 2 | 1152:72:32 | 800 | 1843 | 25.6 | 57.6 | 8 GB | GDDR5 256-bit |
176 | OpenGL 4.2, GNM, GNMX and PSSL | 8 ACEs in the GPU and additional modules |
| Durango (Xbox One) |
Nov 2013 | Jaguar | 2 modules with 4 cores each | 1.75 | 2× 2 MB | GCN 2 | 768:48:16 | 853 | 1310 | 13.6 | 40.9 | 8 GB | DDR3 256-bit |
68 | Direct3D 11.2 and 12 | 2 ACEs in the GPU | |
| 32 MB | ESRAM | 204 | |||||||||||||||
| Edmondton (Xbox One S)[1] |
Jun 2016 | 16 | Jaguar | 2 modules with 4 cores each | 1.75 | 2× 2 MB | GCN 2 | 768:48:16 | 914 | 1404 | 14.6 | 43.9 | 8 GB | DDR3 256-bit |
68 | Direct3D 11.2 and 12 | 2 ACEs in the GPU |
| 32 MB | ESRAM | 219 | |||||||||||||||
| Neo (PS4 Pro)[2][3][4] |
Nov 2016 | Jaguar | "8 cores" | 2.13 | 2× 2 MB | GCN 4 Polaris |
2304:144:32 | 911 | 4198 | 29.15 | 131.2 | 8 GB | GDDR5 256-bit |
218 | OpenGL 4.2 (4.5), GNM, GNMX and PSSL | 2× faster half-precision floats[lower-alpha 5] | |
| Scorpio (Xbox One X)[5][6][7] |
Nov 2017 | Customized Jaguar |
2 modules with 4 cores each | 2.3 | 2× 2 MB | GCN 4 Polaris[8] |
2560:160:32 | 1172 | 6001 | 37.5 | 187.5 | 12 GB | GDDR5 384-bit |
326 | Direct3D 11.2 and 12 | ||
| ? (Subor Z+)[9][10] |
Aug 2018 planned | 12 | Zen | 4 cores 8 threads |
3.0 | ? | GCN 5 Vega |
1536:384:32 | 1300 | 3994 | 41.6 | 499.2 | 8 GB | GDDR5 256-bit |
256 | Vulkan 1.1, Direct3D 12.1 | |
- ↑ 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.
- ↑ Feature preview of Rapid Packed Math, introduced in GCN 5 Vega.
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.
- ↑ Cutress, Ian (3 August 2018). "AMD Creates Quad Core Zen SoC with 24 Vega CUs for Chinese Consoles". Anandtech.
- ↑ Cutress, Ian (6 August 2018). "More Details About the ZhongShan Subor Z+ Console, with Custom AMD Ryzen SoC". Anandtech.