AMD Radeon 530X Mobile
AMD graphics card specifications and benchmark scores
At a Glance
AMDAMD Radeon 530X Mobile Specifications
Radeon 530X Mobile GPU Core
Shader units and compute resources
The AMD Radeon 530X Mobile 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.
530X Mobile Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the Radeon 530X Mobile'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 Radeon 530X Mobile by AMD dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
AMD's Radeon 530X Mobile Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The Radeon 530X Mobile'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.
Radeon 530X Mobile by AMD Cache
On-chip cache hierarchy
On-chip cache provides ultra-fast data access for the 530X Mobile, reducing the need to fetch data from slower VRAM. L1 and L2 caches store frequently accessed data close to the compute units. AMD's Infinity Cache (L3) dramatically increases effective bandwidth, improving GPU benchmark performance without requiring wider memory buses. Larger cache sizes help maintain high frame rates in memory-bound scenarios and reduce power consumption by minimizing VRAM accesses.
530X Mobile Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the AMD Radeon 530X Mobile 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 3.0 Architecture & Process
Manufacturing and design details
The AMD Radeon 530X Mobile is built on AMD's GCN 3.0 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 530X Mobile will perform in GPU benchmarks compared to previous generations.
AMD's Radeon 530X Mobile Power & Thermal
TDP and power requirements
Power specifications for the AMD Radeon 530X Mobile 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 Radeon 530X Mobile to maintain boost clocks without throttling.
Radeon 530X Mobile by AMD Physical & Connectivity
Dimensions and outputs
Physical dimensions of the AMD Radeon 530X Mobile 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 Radeon 530X Mobile. 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.
Radeon 530X Mobile Product Information
Release and pricing details
The AMD Radeon 530X Mobile 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 Radeon 530X Mobile by AMD represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.
Radeon 530X Mobile Benchmark Scores
No benchmark data available for this GPU.
About AMD Radeon 530X Mobile
AMD Radeon 530X Mobile is an AMD mobile GPU built from the Polaris 24 chip and GCN 3.0 architecture. The 28 nm TSMC die carries 1,550 million transistors across 125 mm², for a transistor density of 12.4M / mm². The shader array contains 384 shading units, 24 texture mapping units, and 8 ROPs, with a 730 MHz base clock and a 1024 MHz boost clock. Memory is 2 GB of GDDR5 on a 64-bit bus, clocked at 1125 MHz with 4.5 Gbps effective transfer and a listed bandwidth of 36.00 GB/s. The board is an IGP slot width part with no external power connectors and a 50 W TDP. Display output is portable-device dependent. The production status is end-of-life; the release date is 2017-04-17. The database lists no benchmark samples, an average benchmark score of 0, and an empty nearestRivals list.
Who Should Consider It
Because the production status is end-of-life, this GPU is aimed at users maintaining existing systems rather than buyers looking for current hardware. The 2 GB GDDR5 frame buffer and 36.00 GB/s bandwidth point toward modest workloads. The 384 shading units offer 786.4 GFLOPS of FP32 compute, while the 24 TMUs provide 24.58 GTexel/s of texturing and the 8 ROPs provide 8.192 GPixel/s of fill rate. Those figures indicate a modest part, and the percentileVsAllGpus value of 50 places it at the median of the database distribution. For practical settings, the GPU is best matched to lower resolutions and conservative detail levels. The 50 W TDP and absence of external power connectors make it straightforward for an OEM to integrate inside a portable chassis. Because display outputs are portable-device dependent, the end-user is tied to the host laptop’s output configuration. The listed game clock is null, so only the 730 MHz base and 1024 MHz boost clocks define performance variability. Users who stay within the 2 GB memory capacity and 36.00 GB/s bandwidth will find the GPU capable of basic 3D acceleration, but the 8.192 GPixel/s pixel rate is a firm ceiling for fill-heavy work. No benchmark scores are available, so settings recommendations are derived from the listed memory and throughput constraints rather than from measured results.
Ray Tracing and Feature Set
The rtCores field is null and the tensorCores field is null, so no dedicated ray tracing hardware or tensor acceleration is listed for the AMD Radeon 530X Mobile. The architecture is GCN 3.0, and the FP16 throughput is identical to FP32 at 786.4 GFLOPS, listed as 786.4 GFLOPS (1:1). API support includes DirectX 12 (12_0), OpenGL 4.6, and Vulkan 1.2.170. This gives the GPU a defined set of graphics API capabilities for application compatibility. The absence of tensor cores means there is no specialized matrix-accelerating hardware in the fact sheet. The FP16 1:1 ratio means half-precision compute does not provide extra throughput over single-precision. The rasterization resources are 24 TMUs and 8 ROPs, with corresponding listed rates of 24.58 GTexel/s and 8.192 GPixel/s. The 28 nm process and 12.4M / mm² transistor density are the manufacturing parameters, with TSMC as the foundry and 1,550 million transistors on a 125 mm² die. No ray tracing acceleration hardware is present, so any ray-traced effects would have to rely on the listed FP32 or FP16 compute rates. The API list is the main feature datum beyond the core and memory configuration; DirectX 12 (12_0), OpenGL 4.6, and Vulkan 1.2.170 are all listed in the fact pack.
Memory Subsystem
The memory subsystem is built around 2 GB of GDDR5 on a 64-bit bus. The memory clock is 1125 MHz, giving an effective data rate of 4.5 Gbps and a bandwidth of 36.00 GB/s. This is a small memory pool and a narrow data path. At high resolutions, the GPU must move larger frame buffer workloads through the 36.00 GB/s conduit. The 2 GB capacity is the first limit; workloads that exceed it will require data to be staged through the PCIe 3.0 x8 host link. The 64-bit bus width limits how much data can be transferred per clock, and the effective 4.5 Gbps rate is the memory transfer figure listed. With 8 ROPs and an 8.192 GPixel/s pixel rate, the GPU can also become fill-bound before reaching the 786.4 GFLOPS FP32 ceiling. The memory and ROP specifications should therefore be treated as the primary constraints for higher-resolution rendering. The PCIe 3.0 x8 interface is the listed host connection, and it does not expand the local VRAM bandwidth. The combination of 2 GB capacity, 64-bit bus width, and 36.00 GB/s bandwidth gives this GPU a narrowly scoped memory profile. For any workload that requires sustained bandwidth beyond 36.00 GB/s, the listed specifications indicate a hard data-rate limit.
How It Compares
The nearestRivals list in the fact pack is empty. As a result, there are no named rivals, no rival scores, and no deltaPct values to compare. The only cross-GPU positional data is percentileVsAllGpus, which is 50. That places the Radeon 530X Mobile at the median of the database distribution. However, avgBenchmarkScore is 0, so the median position is not supported by recorded benchmark runs. In the product lineage, the predecessor is listed as Gem System and the successor as Navi Mobile. The generation is listed as Polaris Mobile (M500X), and the chip is Polaris 24. The production status of end-of-life explains why the database may not have current rival entries. Because nearestRivals has no entries, no direct comparison to another GPU can be drawn in this section. The 50th percentile is the only relative positioning data available, and it must be read alongside the empty benchmark array. Without rival data, any statement about relative performance against similarly positioned parts would be unsupported by the fact pack.
Benchmark Performance
The benchmarks array is empty. This means there are no sample scores for the Radeon 530X Mobile, and avgBenchmarkScore is 0. There are also no nearestRivals entries, so no deltaPct values can be computed. The theoretical peak rates are the only quantitative indicators: 786.4 GFLOPS FP32, 786.4 GFLOPS FP16 (1:1), 24.58 GTexel/s texture rate, and 8.192 GPixel/s pixel rate. These values correspond to the 730 MHz base and 1024 MHz boost clocks, combined with the 384 shading units, 24 TMUs, and 8 ROPs. The memory side is listed as 2 GB GDDR5 with 36.00 GB/s bandwidth. Against all GPUs in the database, the 50th percentile places this product at the median. Because no measured scores exist, the only exact equality available is that FP32 and FP16 both sit at 786.4 GFLOPS. The 24.58 GTexel/s texture rate and 8.192 GPixel/s pixel rate are the listed fixed-function throughput figures. The empty benchmarks field means the avgBenchmarkScore of 0 functions as a placeholder rather than a tested result. Without rivals, there are no score differences to report, and the benchmark section cannot provide the usual exact percentage deltas. The database’s nearestRivals field supplies neither names nor deltaPct values, so the analysis cannot move beyond theoretical rates. The practical performance envelope is defined by the 384 shading units, 24 TMUs, 8 ROPs, 2 GB GDDR5 memory, and 36.00 GB/s bandwidth. Those figures, not measured runs, are the facts available for this SKU.
The NVIDIA Equivalent of Radeon 530X Mobile
Looking for a similar graphics card from NVIDIA? The NVIDIA GeForce RTX 2080 offers comparable performance and features in the NVIDIA lineup.
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