Mobility Radeon HD 4850 X2 

Released January, 2009
  • 500 MHz
  • 2 GB GDDR5

AMD had an excellent video that demonstrated how asynchronous shaders worked, which you can watch above.
by Anthony-Garreffa (Mar, 2015)
The ASUS ROG Swift PG278Q 27-in WQHD display with a 144 Hz refresh rate is truly an awesome monitor.
by Ryan-Shrout (Aug, 2014)

Features Key features of the Mobility Radeon HD 4850 X2

memory bandwidth Rate at which data can be read from or stored in onboard memory

Mobility Radeon HD 4850 X2
179.2 GB/s
GeForce 930M
14.4 GB/s

pixel rate Number of pixels a graphics card can render to the screen every second

Mobility Radeon HD 4850 X2
16 GPixel/s
GeForce 930M
7.42 GPixel/s
Mobility Radeon HD 5870
11.2 GPixel/s

texture rate Speed at which a graphics card can perform texture mapping

Mobility Radeon HD 4850 X2
40 GTexel/s
GeForce 930M
22.27 GTexel/s

floating point performance How fast the gpu can crunch numbers

Mobility Radeon HD 4850 X2
1,600 GFLOPS
GeForce 930M
712.7 GFLOPS

shading units Subcomponents of the gpu, these run in parallel to enable fast pixel shading

Mobility Radeon HD 4850 X2

texture mapping units Built into each gpu, these resize and rotate bitmaps for texturing scenes

Mobility Radeon HD 4850 X2

In The News From around the web


Basemark GPU Vulkan Announced for Q2'16 Release

by Scott Michaud |
Basemark GPU Vulkan is planned to focus on “relevant Vulkan API performance tests as opposed to theoretical workloads.
Being November, I expect that something came up, which isn't too surprising as Microsoft seems to have similar issues with DirectX 12.
When it comes to the GPU-based head tracking, AMD is using its GCN architecture to "ensure [the] most up-to-date head tracking inputs are used for VR rendering and image/time warp.
AMD was quick to point out that its GCN architecture, which is found in everything from tablets right up to the latest and greatest gaming PCs, is ready for DirectX 12.

The DirectX 12 Performance Preview: AMD, NVIDIA, & Star Swarm

by Ryan Smith |
With single-threaded performance struggling to increase while GPUs continue to improve by leaps and bounds with each generation, something must be done to allow games to better spread out their rendering & submission workloads over multiple cores.
Because Star Swarm is designed to exploit the threading inefficiencies of DirectX 11, the biggest gains from switching to DirectX 12 on Star Swarm come from removing the CPU bottleneck.

The State Of PC Graphics Sales Q2 2014

by Brett Howse |
The majority of users who do not play any sort of graphical game can get by on just integrated graphics alone whether they are from AMD or Intel.
Intel is the volume king here, even though their integrated solutions are not as powerful as AMD APUs for graphics, but by the market share it appears that people are choosing CPU power and efficiency over GPU power for most devices.

Specifications Full list of technical specs


GPU brand ATI
GPU name M98
Market Laptop
Clock speed 500 MHz
Is dual GPU Yes
Reference card None

raw performance

Shading units 1,600
Texture mapping units 80
Render output processors 32
Compute units 20
Pixel rate 16 GPixel/s
Texture rate 40 GTexel/s
Floating-point performance 1,600 GFLOPS


Memory clock speed 700 MHz
Effective memory clock speed 2,800 MHz
Memory bus 512 bit
Memory 2,048 MB
Memory type GDDR5
Memory bandwidth 179.2 GB/s
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