Template:AMD Radeon Rx M2xx

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Model
(Codename)
Launch Architecture
(Fab)
Core Fillrate[lower-alpha 1][lower-alpha 2][lower-alpha 3] Processing power[lower-alpha 1][lower-alpha 4]
(GFLOPS)
Memory TDP
Config[lower-alpha 5] Clock[lower-alpha 1] (MHz) Texture (GT/s) Pixel (GP/s) Bus type
& width
Size (GiB) Clock (MT/s) Band-
width (GB/s)
Template:Rh | Radeon
R5 M230
(Jet Pro)
January 2014 GCN 1st gen
(28 nm)
320:20:8:5 780
855
3.4 17.1 547 DDR3
64-bit
2
4
1000 16 Template:Unk
Template:Rh | Radeon
R5 M255
(Jet Pro)
June 2014 320:20:8:5 925
940
7.5 18.8 601 DDR3
64-bit
2
4
1000 16 Template:Unk
Template:Rh | Radeon
R7 M260
(Topaz)
June 2014 384:24:8:6 620
980
5.7
7.8
17.2
23.5
549.1
752.6
DDR3
64-bit
2
4
1000 32
16
Template:Unk
Template:Rh | Radeon
R7 M260X
(Opal)
June 2014 384:24:8:6 620
715
5.7 17.2 549 GDDR5
128-bit
2
4
1000 64 Template:Unk
Template:Rh | Radeon
R7 M265
(Opal XT)
May 2014 384:24:8:6 725
825
6.6 19.8 633.6 DDR3
64-bit
2
4
1000 16
32
Template:Unk
Template:Rh | Radeon
R9 M265X
(Venus Pro)
May 2014 640:40:16:10 575
625
10 25 800 GDDR5
128-bit
2
4
1125 72 Template:Unk
Template:Rh | Radeon
R9 M270X
(Venus XT)
May 2014 640:40:16:10 725
775
12.4 31 992 GDDR5
128-bit
2
4
1125 72 Template:Unk
Template:Rh | Radeon
R9 M275X
(Venus XTX)
May 2014 640:40:16:10 900
925
14.8 37 1184 GDDR5
128-bit
2
4
1125 72 50 W
Template:Rh | Radeon
R9 M280X
(Saturn XT)
February 2015 GCN 2nd gen
(28 nm)
896:56:16:14 1000
1100
17.6 61.6 1792 GDDR5
128-bit
2
4
1500 96 ~75 W
Template:Rh | Radeon
R9 M290X
(Neptune XT)
May 2014 GCN 1st gen
(28 nm)
1280:80:32:20 850
900
28.8 72 2176
2304
GDDR5
256-bit
4 1200 153.6 100 W
Template:Rh | Radeon
R9 M295X
(Amethyst XT)
November 2014 GCN 3rd gen
(28 nm)
2048:128:32:32 750
800
25.6 102.4 3276.8 GDDR5
256-bit
4 1375 176 250 W
  1. ↑ 1.0 1.1 1.2 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


References