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by Sebastian-Anthony (Jul, 2013)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 Ryan-Shrout (Feb, 2014)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.
Features Key features of the Radeon HD 4670 X2
memory bandwidth Rate at which data can be read from or stored in onboard memory
pixel rate Number of pixels a graphics card can render to the screen every second
texture rate Speed at which a graphics card can perform texture mapping
floating point performance How fast the gpu can crunch numbers
shading units Subcomponents of the gpu, these run in parallel to enable fast pixel shading
texture mapping units Built into each gpu, these resize and rotate bitmaps for texturing scenes
In The News From around the web
10 Nov | |
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.
29 Jul | |
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.
3 Mar | |
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.
13 Feb | |
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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