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
GeForce GTX 660 Ti
144.2 GB/s
Radeon HD 4670
25.6 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 GTX 660 Ti
25.62 GPixel/s
Radeon HD 4670
6 GPixel/s

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

Radeon HD 4670 X2
48 GTexel/s
GeForce GTX 660 Ti
102.5 GTexel/s
Radeon HD 4670
24 GTexel/s

floating point performance How fast the gpu can crunch numbers

Radeon HD 4670 X2
960 GFLOPS
GeForce GTX 660 Ti
2,459.5 GFLOPS
Radeon HD 4670
480 GFLOPS

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

Radeon HD 4670 X2
640

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

Radeon HD 4670 X2
64

In The News From around the web

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Being November, I expect that something came up, which isn't too surprising as Microsoft seems to have similar issues with DirectX 12.
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3
Mar

Khronos Announces OpenCL 2.1: C++ Comes to OpenCL

by Ryan Smith |
www.anandtech.com
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.
Differences such as these have been a big part of the reason that NVIDIA’s CUDA has remained so popular despite being limited to NVIDIA platforms, and though OpenCL C++ arguably won’t erase the gap between the two APIs, it should cut down on the gap significantly.
13
Feb

Star Swarm, DirectX 12 AMD APU Performance Preview

by Ryan Smith |
www.anandtech.com
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

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

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
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