Radeon HD 4670 X2 

Released September, 2008
  • 750 MHz
  • 1 GB GDDR3

With the Xbox One now being based on an x86 architecture, and the operating system sounding suspiciously similar to Windows 8, it should be very easy to port games to Windows 8.1.
by Sebastian-Anthony (Jul, 2013)
While industry experts expect this to take some time, developers can immediately leverage efficient API design using Mantle, and AMD is very excited to share the future of our own API with developers at this year’s Game Developers Conference.
by Ryan-Shrout (Feb, 2014)

Features Key features of the Radeon HD 4670 X2

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

Radeon HD 4670 X2
44.8 GB/s
Radeon HD 5670
64 GB/s
GeForce GT 630
51.2 GB/s

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

Radeon HD 4670 X2
12 GPixel/s
GeForce GT 630
3.24 GPixel/s
Radeon HD 5670
6.2 GPixel/s

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

Radeon HD 4670 X2
48 GTexel/s
GeForce GT 630
12.96 GTexel/s
Radeon HD 5670
15.5 GTexel/s

floating point performance How fast the gpu can crunch numbers

Radeon HD 4670 X2
GeForce GT 630
311.04 GFLOPS
Radeon HD 5670

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

Radeon HD 4670 X2

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

Radeon HD 4670 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.
The 60 Hz limit is common to basically all 4K displays on the market today and a VRR / FreeSync range of only 18 Hz would initially seem useless.
Built around a 42-in LG AH-IPS panel, the Wasabi Mango UHD420 is an impressive display.

Khronos Announces OpenCL 2.1: C++ Comes to OpenCL

by Ryan Smith |
Alongside today’s announcements of Vulkan and SPIR-V, Khronos is also using the occasion of the 2015 Game Developers Conference to announce the next iteration of OpenCL, OpenCL 2.1.
With SPIR-V now in place, developers can write graphics or compute code using SPIR, forming a common language frontend that will allow Vulkan and OpenCL to accept many of the same high level languages.

Star Swarm, DirectX 12 AMD APU Performance Preview

by Ryan Smith |
With this relatively low batch count the benefits of DirectX 12 are still present but diminished, leading to the CPU no longer choking on batch submission and the bottleneck shifting elsewhere (likely the simulation itself).
After several requests and a week’s break from our initial DirectX 12 article, we’re back again with an investigation into Star Swarm DirectX 12 performance scaling on AMD APUs.

Specifications Full list of technical specs


GPU brand ATI
GPU name RV730
Market Desktop
Clock speed 750 MHz
Is dual GPU Yes
Reference card None

raw performance

Shading units 640
Texture mapping units 64
Render output processors 16
Compute units 8
Pixel rate 12 GPixel/s
Texture rate 48 GTexel/s
Floating-point performance 960 GFLOPS


Memory clock speed 700 MHz
Effective memory clock speed 1,400 MHz
Memory bus 256 bit
Memory 1,024 MB
Memory type GDDR3
Memory bandwidth 44.8 GB/s

noise and power

TDP 118W
Report a correction


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