AMD Radeon 630 Mobile
AMD graphics card specifications and benchmark scores
At a Glance
AMDAMD Radeon 630 Mobile Specifications
Radeon 630 Mobile GPU Core
Shader units and compute resources
The AMD Radeon 630 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.
630 Mobile Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the Radeon 630 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 630 Mobile by AMD dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
AMD's Radeon 630 Mobile Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The Radeon 630 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 630 Mobile by AMD Cache
On-chip cache hierarchy
On-chip cache provides ultra-fast data access for the 630 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.
630 Mobile Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the AMD Radeon 630 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 4.0 Architecture & Process
Manufacturing and design details
The AMD Radeon 630 Mobile is built on AMD's GCN 4.0 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 630 Mobile will perform in GPU benchmarks compared to previous generations.
AMD's Radeon 630 Mobile Power & Thermal
TDP and power requirements
Power specifications for the AMD Radeon 630 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 630 Mobile to maintain boost clocks without throttling.
Radeon 630 Mobile by AMD Physical & Connectivity
Dimensions and outputs
Physical dimensions of the AMD Radeon 630 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 630 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 630 Mobile Product Information
Release and pricing details
The AMD Radeon 630 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 630 Mobile by AMD represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.
Radeon 630 Mobile Benchmark Scores
No benchmark data available for this GPU.
About AMD Radeon 630 Mobile
Who Should Consider It
The AMD Radeon 630 Mobile is a 14 nm entry-level discrete GPU built on the GCN 4.0 architecture with the Polaris 23 chip. Its benchmark percentile of 50 places it exactly at the midpoint of all GPUs tracked in the database, which for practical purposes means it targets users with modest expectations. The data shows a 2 GB GDDR5 memory configuration paired with a 128-bit bus, delivering 96.00 GB/s of bandwidth — a figure that constrains high-resolution gaming but remains tolerable for 1080p with reduced detail settings.
The compute throughput of 1,240.1 GFLOPS (FP32) and a pixel rate of 19.38 GPixel/s indicate this card is suited for esports titles and older games at 1080p with medium to low presets. At 50th percentile, it sits in a neutral position: not a performance outlier, but not a complete dead end. For users who primarily play at 720p or 1080p with competitive settings, the Radeon 630 Mobile provides a baseline experience. The 16 ROPs and 32 TMUs, combined with a texture rate of 38.75 GTexel/s, suggest that fill-rate-bound scenarios will struggle at higher resolutions; 1440p and above should be avoided unless the user accepts substantial compromises.
Given the 2 GB VRAM capacity, modern titles with high-resolution texture packs will exceed the frame buffer quickly. The memory clock of 1500 MHz (6 Gbps effective) does not compensate for the small capacity. Users who prioritize frame rate over visual fidelity — such as those playing CS:GO, League of Legends, or older AAA titles — will find the card adequate. The absence of any benchmark scores in the data means quantitative comparisons are limited, but the percentile ranking and raw specifications provide enough direction: this is a 1080p/720p card, not a 1440p solution.
Ray Tracing and Feature Set
The Radeon 630 Mobile has no dedicated ray tracing cores and no tensor cores, as the data lists both as null. This is consistent with the GCN 4.0 architecture, which predates hardware-accelerated ray tracing in AMD's consumer lineup. The API support includes DirectX 12 (12_0), OpenGL 4.6, and Vulkan 1.3. DirectX 12 (12_0) means the card supports feature level 12_0, which covers the baseline DX12 functionality but excludes higher-tier features like mesh shaders or variable rate shading that appear in later feature levels.
Vulkan 1.3 support is notable for a card from this generation, as it enables modern cross-platform titles that leverage Vulkan's lower overhead. However, without RT cores, any ray tracing workload must fall back to compute shaders, which would be impractical given the 1,240.1 GFLOPS FP32 throughput. The 1:1 FP16 to FP32 ratio (1,240.1 GFLOPS for both) means there is no half-precision acceleration benefit, which further limits any potential ray-traced or compute-heavy effects.
The texture rate of 38.75 GTexel/s and pixel rate of 19.38 GPixel/s define the card's rendering ceiling. In practical terms, the feature set is adequate for rasterization-based games that use DX12 or Vulkan, but users should not expect hardware-accelerated ray tracing. The API list is solid for its era, but the lack of RT and tensor cores means any modern feature demands fall on the shader units. The 512 shading units are the sole execution resource, and they will be fully occupied in any demanding scene.
Memory Subsystem
The memory configuration is straightforward: 2 GB of GDDR5 across a 128-bit bus, running at 1500 MHz with 6 Gbps effective speed, yielding 96.00 GB/s bandwidth. This is a modest memory subsystem by any measure. The 2 GB capacity is the primary constraint — at 1080p, many modern games allocate more than 2 GB for textures and geometry alone, leading to stuttering or texture pop-in when the buffer is exceeded. At 720p, the capacity is more manageable, but the bandwidth still limits performance.
The 128-bit bus width is half of what higher-tier cards of the same era used, and the 96.00 GB/s bandwidth reflects that. For comparison, the data shows this is sufficient for 1080p with reduced settings, but high-resolution textures or anti-aliasing will quickly saturate the bus. The pixel rate of 19.38 GPixel/s and texture rate of 38.75 GTexel/s align with the memory bandwidth — they are balanced for a low-end part, not a high-resolution performer. Users targeting 1440p or 4K will find the memory subsystem to be the bottleneck, not the shader units.
The 2 GB capacity also limits multi-tasking. Running a game alongside a browser with many tabs or a video stream may cause memory pressure. The 96.00 GB/s bandwidth is exactly enough for the 1082 MHz base and 1211 MHz boost clocks to be fed without starvation in typical workloads, but there is no headroom. The data indicates a memory clock of 1500 MHz, which is the standard GDDR5 speed for this class. In summary, the memory subsystem is adequate for its intended 1080p/720p role, but it is the clear limiting factor for any higher-resolution ambition.
How It Compares
The FACT PACK lists no nearest rivals for the AMD Radeon 630 Mobile, and the benchmark array is empty. This means a direct numerical comparison against specific competing GPUs is not possible from the available data. The percentile of 50 versus all GPUs provides a general reference point: half of all tracked GPUs perform better, and half perform worse. This is a median position, which is unusual for a discrete mobile GPU — most entry-level parts sit below the 40th percentile.
Without rival names or deltaPct values, the analysis must rely on the card's own specifications. The 1,240.1 GFLOPS FP32 throughput is roughly commensurate with other Polaris-based entry cards, but no specific competitor data exists in the pack. The absence of benchmarks means the avgBenchmarkScore of 0 cannot be contextualized. The production status is end-of-life, and the release date is 2019-05-12, which places it in the Polaris Mobile generation (M600). Its predecessor is listed as "Gem System" and its successor as "Navi Mobile," but no performance metrics accompany these transitions.
The data shows no overclocking headroom figures or thermal throttling behavior, so comparisons on those axes are impossible. What the percentile does indicate is that the Radeon 630 Mobile is not a bottom-tier part — it sits in the middle of the distribution, which suggests it outperforms integrated graphics and the very weakest discrete GPUs, but it trails mid-range and high-end parts by a wide margin. Users should view this card as a baseline discrete option, not a competitive gaming part. The lack of rival data is a gap, but the specifications and percentile provide enough to position it as a median performer.
Power and Cooling
The TDP is 50 W, which is modest for a discrete GPU and aligns with its entry-level positioning. The slot width is listed as IGP (integrated graphics platform), indicating this is designed for compact or thin-and-light laptops where a dedicated cooler is not feasible. The power connectors are listed as "None," meaning the card draws all power from the motherboard slot — this is typical for a 50 W part and simplifies integration into portable devices.
There is no suggested PSU listed in the data, but the 50 W TDP and lack of power connectors imply that the card can be powered by the system's existing power delivery. The display outputs are "Portable Device Dependent," which means the video outputs are determined by the laptop's design rather than the GPU itself. The bus interface is PCIe 3.0 x8, which provides sufficient bandwidth for a 50 W part; a full x16 connection would offer no practical benefit given the card's performance ceiling.
The 14 nm process node from GlobalFoundries with 2,200 million transistors on a 103 mm² die yields a transistor density of 21.4M per mm². This is a mature process, and the power draw is well-managed. The boost clock of 1211 MHz with a base of 1082 MHz indicates a modest thermal envelope; the card is unlikely to require aggressive cooling. The 50 W TDP means the laptop's cooling solution must dissipate that heat, but it is within the range of standard thin-and-light designs. The absence of a suggested PSU is notable, but for a mobile part, the system's internal power delivery is the relevant factor, and the "None" connector requirement confirms no external power is needed.
The NVIDIA Equivalent of Radeon 630 Mobile
Looking for a similar graphics card from NVIDIA? The NVIDIA GeForce RTX 2060 SUPER offers comparable performance and features in the NVIDIA lineup.
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