AMD Playstation 4 GPU
AMD graphics card specifications and benchmark scores
At a Glance
AMDAMD Playstation 4 GPU Specifications
Playstation 4 GPU GPU Core
Shader units and compute resources
The AMD Playstation 4 GPU GPU core specifications define its raw processing power for graphics and compute workloads. Shading units (also called CUDA cores, stream processors, or execution units depending on manufacturer) handle the parallel calculations required for rendering. TMUs (Texture Mapping Units) process texture data, while ROPs (Render Output Units) handle final pixel output. Higher shader counts generally translate to better GPU benchmark performance, especially in demanding games and 3D applications.
Playstation 4 GPU Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the Playstation 4 GPU's performance in GPU benchmarks and real-world gaming. The base clock represents the minimum guaranteed frequency, while the boost clock indicates peak performance under optimal thermal conditions. Memory clock speed affects texture loading and frame buffer operations. The Playstation 4 GPU by AMD dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
AMD's Playstation 4 GPU Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The Playstation 4 GPU's memory capacity determines how well it handles high-resolution textures and multiple displays. Memory bandwidth, measured in GB/s, affects how quickly data moves between the GPU and VRAM. Higher bandwidth improves performance in memory-intensive scenarios like 4K gaming. The memory bus width and type (GDDR6, GDDR6X, HBM) significantly influence overall GPU benchmark scores.
Playstation 4 GPU Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the AMD Playstation 4 GPU against other graphics cards. FP32 (single-precision) performance, measured in TFLOPS, indicates compute capability for gaming and general GPU workloads. FP64 (double-precision) matters for scientific computing. Pixel and texture fill rates determine how quickly the GPU can render complex scenes. While real-world GPU benchmark results depend on many factors, these specifications help predict relative performance levels.
GCN 2.0 Architecture & Process
Manufacturing and design details
The AMD Playstation 4 GPU is built on AMD's GCN 2.0 architecture, which defines how the GPU processes graphics and compute workloads. The manufacturing process node affects power efficiency, thermal characteristics, and maximum clock speeds. Smaller process nodes pack more transistors into the same die area, enabling higher performance per watt. Understanding the architecture helps predict how the Playstation 4 GPU will perform in GPU benchmarks compared to previous generations.
AMD's Playstation 4 GPU Power & Thermal
TDP and power requirements
Power specifications for the AMD Playstation 4 GPU determine PSU requirements and thermal management needs. TDP (Thermal Design Power) indicates the heat output under typical loads, guiding cooler selection. Power connector requirements ensure adequate power delivery for stable operation during demanding GPU benchmarks. The suggested PSU wattage accounts for the entire system, not just the graphics card. Efficient power delivery enables the Playstation 4 GPU to maintain boost clocks without throttling.
Playstation 4 GPU by AMD Physical & Connectivity
Dimensions and outputs
Physical dimensions of the AMD Playstation 4 GPU are critical for case compatibility. Card length, height, and slot width determine whether it fits in your chassis. The PCIe interface version affects bandwidth for communication with the CPU. Display outputs define monitor connectivity options, with modern cards supporting multiple high-resolution displays simultaneously. Verify these specifications against your case and motherboard before purchasing to ensure a proper fit.
AMD API Support
Graphics and compute APIs
API support determines which games and applications can fully utilize the AMD Playstation 4 GPU. DirectX 12 Ultimate enables advanced features like ray tracing and variable rate shading. Vulkan provides cross-platform graphics capabilities with low-level hardware access. OpenGL remains important for professional applications and older games. CUDA (NVIDIA) and OpenCL enable GPU compute for video editing, 3D rendering, and scientific applications. Higher API versions unlock newer graphical features in GPU benchmarks and games.
Playstation 4 GPU Product Information
Release and pricing details
The AMD Playstation 4 GPU is manufactured by AMD as part of their graphics card lineup. Release date and launch pricing provide context for comparing GPU benchmark results with competing products from the same era. Understanding the product lifecycle helps evaluate whether the Playstation 4 GPU by AMD represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.
Playstation 4 GPU Benchmark Scores
No benchmark data available for this GPU.
About AMD Playstation 4 GPU
The AMD Playstation 4 GPU is a 28 nm TSMC part built around the Liverpool chip and GCN 2.0 architecture. Its generation field identifies it as a Sony console GPU, and the production status is end-of-life. The release date is 2013-11-23T17:00:00.000Z, the die size measures 348 mm², and no series, codename, predecessor, or successor entries are present. The data set lists a launch MSRP of 399 USD.
Benchmark Performance
The benchmarks array for this entry is empty. The average benchmark score is 0, and the nearestRivals list is also empty. This means no rival names, no deltaPct values, and no exact percentage comparisons can be produced from the FACT PACK. The only ranking signal is the percentileVsAllGpus field, which places the GPU at the 50th percentile of all GPUs in the database. A 50th percentile standing is the midpoint of the ranked distribution, so the data places this part between the lower and upper halves of the database. Without benchmark scores, that rank is not accompanied by any measured workload results.
The listed compute rates are the remaining performance data. FP32 is 1.843 TFLOPS, and FP16 is also 1.843 TFLOPS at a 1:1 ratio. That equality indicates that the data records no separate half-rate FP16 path; both precision rates are identical. The pixel rate is 25.60 GPixel/s, and the texture rate is 57.60 GTexel/s. These figures describe the peak rendering throughput as configured by 1152 shading units, 72 TMUs, and 32 ROPs.
The empty rival list prevents any statement such as “ahead of” or “behind” another GPU in percentage terms. Therefore, the benchmark-performance picture is defined by the absence of collected scores rather than by comparative deltas. The percentile standing is the only relative placement, and it is not tied to any specific benchmark workload.
Memory Subsystem
The memory subsystem consists of 8 GB of GDDR5 on a 256-bit bus. Aggregate bandwidth is listed as 176.0 GB/s. The memory clock is 1375 MHz, and the effective data rate is 5.5 Gbps. The 256-bit bus width connects the memory devices to the processor with the listed bandwidth.
For high-resolution workloads, the available capacity and transfer rate are the two limiting quantities recorded here: 8 GB of capacity and 176.0 GB/s of bandwidth. Because no other memory configuration is listed, the data set supports only this single size and speed profile. The effective 5.5 Gbps figure represents the data rate presented in the pack. The 1375 MHz memory clock is the base switching frequency listed for the memory. Together, these values define the memory subsystem’s throughput ceiling. No memory overclocking or additional memory clock values are provided.
The 8 GB capacity is the sole capacity figure. The 256-bit bus and the 176.0 GB/s bandwidth set the transfer path for texture and frame data. In the data, the high-resolution implications rest on these three specifications: capacity, bus width, and bandwidth. No alternative memory type or wider bus is listed for this GPU.
Ray Tracing and Feature Set
The architecture is GCN 2.0, based on the Liverpool chip. The process node is 28 nm at TSMC, and the die area is 348 mm². The GPU has 1152 shading units, 72 texture mapping units, and 32 ROPs.
The rtCores and tensorCores fields are null, so no dedicated ray tracing or tensor core counts are included in the data. Accordingly, the feature set cannot be described as including hardware ray tracing or tensor acceleration based on the FACT PACK. API support is listed as DirectX 11.1*, OpenGL 4.6, and Vulkan 1.1. The display output is a single HDMI 1.4a port. The DirectX entry includes an asterisk in the source data, and that exact annotation is preserved here.
The FP32 and FP16 compute throughput are both 1.843 TFLOPS, with a listed 1:1 ratio. The pixel rate of 25.60 GPixel/s and the texture rate of 57.60 GTexel/s complete the feature-level throughput figures. No bus interface is listed for this part, and no slot width is given. The 32 ROPs set the pixel-rate stage, and the 72 TMUs set the texture-rate stage, matching the listed fill rates. The 1152 shading units provide the shader-processing scale for the listed FP32 and FP16 rates.
Who Should Consider It
The generation field identifies this as a Sony console GPU rather than a workstation or desktop product. The production status is end-of-life, with a release date of 2013-11-23T17:00:00.000Z. The fact pack lists no predecessor or successor, leaving no adjacent data points in the database. With an empty benchmark list and an average benchmark score of 0, there are no measured settings-based results to support resolution or quality recommendations.
The compute and memory specifications provide the only quantitative basis: 1.843 TFLOPS FP32, 8 GB GDDR5, 176.0 GB/s, and a 50th percentile rank. That rank places the GPU at the midpoint of all GPUs in the database, but it is not connected to any workload score. The API list of DirectX 11.1*, OpenGL 4.6, and Vulkan 1.1 defines the software interfaces that applications can expect. The single HDMI 1.4a output means the display connection is limited to one port.
The physical package is 305 mm by 275 mm by 53 mm, which is the size recorded for the console component. No bus interface or slot width is listed, so a discrete add-in card installation path is not documented. The data presents this GPU as fixed console hardware, not an upgradeable PC graphics card segment. The end-of-life status means the data does not describe current production.
FAQ
Q: What benchmark scores are listed for the AMD Playstation 4 GPU?
A: The benchmarks array is empty, the average benchmark score is 0, and the nearestRivals list is empty, so no delta percentages can be calculated.
Q: What are the memory specifications?
A: The GPU uses 8 GB of GDDR5 with a 256-bit bus, 176.0 GB/s bandwidth, and a memory clock of 1375 MHz / 5.5 Gbps effective.
Q: Does the data list ray tracing or tensor cores?
A: No. The rtCores and tensorCores fields are null, so the FACT PACK contains no dedicated ray tracing or tensor core counts.
Q: Which APIs does the GPU support?
A: DirectX 11.1*, OpenGL 4.6, and Vulkan 1.1 are listed, alongside one HDMI 1.4a display output.
Q: What power and cooling information is available?
A: The TDP is 75 W; the data lists no suggested PSU, no power connectors, and no slot width.
Q: When was this GPU released, and what is its production status?
A: The release date is 2013-11-23T17:00:00.000Z, and the production status is end-of-life.
Power and Cooling
The TDP is 75 W. The FACT PACK lists no suggested PSU size and no power connector requirements. The slot width field is also null, so the data does not specify how many expansion slots the unit occupies. The physical dimensions are 305 mm (12 inches) in length, 275 mm (10.8 inches) in height, and 53 mm (2.1 inches) in width.
No cooling solution is described in the pack, and no thermal solution beyond the TDP figure is given. The absence of a PSU recommendation means no power supply requirement can be stated from the data. The absence of power connector data means the input power interface is undocumented. A 75 W TDP is the only power-related number in the FACT PACK.
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