Radeon RX 560D 

Released July, 2017
  • 1.1 GHz
  • 4 GB GDDR5

With that subject in mind, Intel is doing just that this week at SIGGRAPH 2014, where the company is showcasing both the performance and efficiency gains from Direct3D 12 on their hardware.
by Stephen-Barrett (Aug, 2014)
The following quoted line from the article at Chipdesignmac helps illustrate the speed of HBM versus GDDR5 chips.
by hassan-mujtaba (Dec, 2013)

Features Key features of the Radeon RX 560D

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

Radeon RX 560D
112 GB/s
GeForce GTX 1050 Ti
112.1 GB/s
Radeon RX 560
112 GB/s

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

Radeon RX 560D
18.8 GPixel/s
GeForce GTX 1050 Ti
41.3 GPixel/s
Radeon RX 560
20.4 GPixel/s

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

Radeon RX 560D
65.8 GTexel/s
Radeon RX 560
81.6 GTexel/s
GeForce GTX 1050 Ti
62 GTexel/s

floating point performance How fast the gpu can crunch numbers

Radeon RX 560D
2,106 GFLOPS
Radeon RX 560
2,611 GFLOPS
GeForce GTX 1050 Ti
1,983 GFLOPS

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

Radeon RX 560D
896

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

Radeon RX 560D
56

In The News From around the web

Pascal will be more than 2x more performance per watt efficient than Maxwell, even without the three new features listed above.
Most of the detail was around Pascal, due in 2016, that will introduce three new features including mixed compute precision, 3D (stacked) memory, and NVLink.
19
Sep

Microsoft Details Direct3D 11.3 & 12 New Rendering Features

by Ryan Smith |
www.anandtech.com
For most rendering tasks unordered rasterization is fine (deeper elements would be occluded anyhow), but for a certain category of tasks having the ability to efficiently control the access order to a UAV is important to correctly render a scene quickly.
VTRs are primarily meant to be used with volumetric pixels (voxels), with the idea being that with sparse allocation, volume tiles that do not contain any useful information can avoid being allocated, avoiding tying up memory in tiles that will never be used or accessed.
15
Aug

Intel Demonstrates Direct3D 12 Performance and Power Improvements

by Stephen Barrett |
www.anandtech.com
Finally, in the power efficiency focused fixed frame rate mode, switching between Direct3D 11 and 12 slightly reduces GPU power consumption but dramatically reduces CPU power consumption, all while maintaining the same 19fps frame rate.
With that subject in mind, Intel is doing just that this week at SIGGRAPH 2014, where the company is showcasing both the performance and efficiency gains from Direct3D 12 on their hardware.
7
Aug

Club 3D introduces Y-Cabled Docking Station

by Fuad Abazovic |
www.fudzilla.com
Club 3D had a good run with the successful Multi Stream Transport MST HUB that was launched in 2013 and today they are expanding this Ultra AV and Cable line with the world’s first Y-Cabled Docking Station.
The connected monitor can be configured to either mirror your primary screen or extend the Windows desktop.

Specifications Full list of technical specs

gpu

GPU brand AMD
GPU name Baffin
Clock speed 1,090 MHz
Turbo clock speed 1,175 MHz
Is dual GPU No
Reference card None

raw performance

Shading units 896
Texture mapping units 56
Render output processors 16
Compute units 14
Pixel rate 18.8 GPixel/s
Texture rate 65.8 GTexel/s
Floating-point performance 2,106 GFLOPS

memory

Memory clock speed 1,750 MHz
Effective memory clock speed 7,000 MHz
Memory bus 128 bit
Memory 4,096 MB
Memory type GDDR5
Memory bandwidth 112 GB/s

noise and power

TDP 65W
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