RADEON

AMD Wii U GPU

AMD graphics card specifications and benchmark scores

2 GB
VRAM
MHz Boost
33W
TDP
64
Bus Width

At a Glance

AMD
VRAM 2 GB
Shaders 160
Bus Width 64-bit
TDP 33W
Memory Type DDR3
Architecture TeraScale 2
nm
Process 40 nm
Released Nov 2012

AMD Wii U GPU Specifications

GPU Core

Shader units and compute resources

The AMD Wii U 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.

Shading Units
160
Shaders
160
TMUs
16
ROPs
8
Compute Units
4

Wii U GPU Clock Speeds

GPU and memory frequencies

Clock speeds directly impact the Wii U 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 Wii U GPU by AMD dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.

GPU Clock
550 MHz
Memory Clock
800 MHz 1600 Mbps effective
GDDR GDDR 6X 6X

AMD's Wii U GPU Memory

VRAM capacity and bandwidth

VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The Wii U 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.

Memory Size
2 GB
VRAM
2,048 MB
Memory Type
DDR3
VRAM Type
DDR3
Memory Bus
64 bit
Bus Width
64-bit
Bandwidth
12.80 GB/s

Wii U GPU Theoretical Performance

Compute and fill rates

Theoretical performance metrics provide a baseline for comparing the AMD Wii U 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.

FP32 (Float)
176.0 GFLOPS
Pixel Rate
4.400 GPixel/s
Texture Rate
8.800 GTexel/s

TeraScale 2 Architecture & Process

Manufacturing and design details

The AMD Wii U GPU is built on AMD's TeraScale 2 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 Wii U GPU will perform in GPU benchmarks compared to previous generations.

Architecture
TeraScale 2
GPU Name
Latte
Process Node
40 nm
Foundry
Renesas
Transistors
880 million
Die Size
146 mm²
Density
6.0M / mm²

Power & Thermal

TDP and power requirements

Power specifications for the AMD Wii U 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 Wii U GPU to maintain boost clocks without throttling.

TDP
33 W
TDP
33W

Wii U GPU by AMD Physical & Connectivity

Dimensions and outputs

Physical dimensions of the AMD Wii U 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.

Length
269 mm 10.6 inches
Height
172 mm 6.8 inches
Display Outputs
1x HDMI 1.4
Display Outputs
1x HDMI 1.4

AMD API Support

Graphics and compute APIs

API support determines which games and applications can fully utilize the AMD Wii U 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.

Shader Model
5.0

Wii U GPU Product Information

Release and pricing details

The AMD Wii U 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 Wii U GPU by AMD represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.

Manufacturer
AMD
Release Date
Nov 2012
Launch Price
349 USD
Production
End-of-life

About AMD Wii U GPU

The AMD Wii U GPU is a console-oriented graphics processor based on the Latte chip, built on the TeraScale 2 architecture. Fabricated on a 40 nm process at Renesas, it integrates 880 million transistors across a 146 mm² die, resulting in a transistor density of 6.0 million per square millimeter. The GPU is paired with 2 GB of DDR3 memory on a 64-bit bus, delivering 12.80 GB/s of bandwidth, and its 33 W TDP reflects a low-power design intended for fixed-function console use. Released on November 17, 2012, the part is now end-of-life, with a launch MSRP of 349 USD.

Benchmark Performance

The raw computational metrics for this GPU are modest by contemporary standards, but they define a clear performance envelope. The single-precision floating-point throughput is 176.0 GFLOPS, derived from 160 shading units. This figure, combined with 16 texture mapping units (TMUs) and 8 raster output units (ROPs), yields a pixel fill rate of 4.400 GPixel/s and a texture fill rate of 8.800 GTexel/s. These rates are directly tied to the fixed clock domains of the console hardware, though the exact core clock is not specified in the available data.

The memory subsystem, with its 64-bit bus and 800 MHz memory clock (1600 Mbps effective), provides a theoretical bandwidth of 12.80 GB/s. This bandwidth is a critical constraint for workloads that demand frequent data transfers, such as high-resolution textures or heavy post-processing. The pixel and texture rates, while not exceptional, are sufficient for the intended console resolution targets of the era. However, the 12.80 GB/s bandwidth may become a bottleneck when the GPU is tasked with rendering scenes that exceed the 2 GB framebuffer’s capacity, forcing data to be swapped in and out of memory.

The GPU’s percentile ranking among all GPUs in the database is 50, indicating a median position in the overall performance distribution. This suggests that, based on the hardware specifications, the part sits exactly at the midpoint of the tracked GPU population. Notably, the average benchmark score is reported as 0, which implies that no standardized benchmark results have been recorded for this part. Consequently, the performance assessment relies entirely on the architectural parameters rather than empirical testing. The compute density of 6.0 million transistors per square millimeter reflects the 40 nm process technology, which was typical for its generation but is far behind modern nodes.

How It Compares

Direct rival data is not available in the dataset, so a head-to-head comparison with specific competitor products cannot be provided. Instead, the GPU’s position is defined by its 50th percentile ranking, which places it at the median of all GPUs tracked by the benchmark database. This percentile is a relative measure, but without a corresponding benchmark score, it should be interpreted as an estimate derived from the hardware configuration rather than a measured result.

The GPU’s physical dimensions—269 mm by 172 mm by 46 mm (10.6 × 6.8 × 1.8 inches)—indicate a compact board design, consistent with a console form factor. Its 33 W TDP is notably low, which is a characteristic of integrated console parts that operate under fixed thermal and power budgets. The single HDMI 1.4 display output further underscores its role as a dedicated video output for a gaming system, rather than a multi-display desktop card.

In the absence of rival entries, the analysis focuses on the absolute performance metrics. The 176.0 GFLOPS compute throughput and 12.80 GB/s memory bandwidth are the key figures that define its capabilities. These numbers, when viewed against the 50th percentile ranking, suggest that the GPU is neither a high-end performer nor a particularly weak one—it occupies a middle ground that was typical for console hardware of its release year.

Memory Subsystem

The memory subsystem consists of 2 GB of DDR3 memory operating at a clock speed of 800 MHz, with an effective data rate of 1600 Mbps. The bus width is 64 bits, which yields a theoretical bandwidth of 12.80 GB/s. This configuration is a limiting factor for high-resolution rendering, as the narrow bus restricts the amount of data that can be transferred per clock cycle. The bandwidth is sufficient for the GPU’s intended workload—likely 720p or 1080p gaming at moderate settings—but it would struggle with 4K textures or heavy use of high-resolution shadow maps, which require significantly more memory throughput.

The 2 GB capacity is modest by modern standards, but for a console with a fixed memory pool, it represents a trade-off between cost and performance. The memory type (DDR3) and bus width are typical of the era, and the effective 1600 Mbps rate is consistent with the 800 MHz clock. The 12.80 GB/s bandwidth is a hard ceiling for data movement; any scenario that exceeds this rate will cause the GPU to stall, reducing effective fill rates. In practice, this means that scenes with large amounts of texture data or complex geometry will see performance degradation due to memory bandwidth constraints.

FAQ

Q: What is the manufacturing process and die size of the AMD Wii U GPU?

A: The GPU is fabricated on a 40 nm process and has a die size of 146 mm², containing 880 million transistors.

Q: How much memory does it have and what is the bus width?

A: It includes 2 GB of DDR3 memory with a 64-bit bus, providing a memory bandwidth of 12.80 GB/s.

Q: What is the peak single-precision compute performance?

A: The FP32 throughput is 176.0 GFLOPS, derived from 160 shading units.

Q: What is the power consumption of this GPU?

A: The TDP is 33 W, which is low for a graphics processor and reflects its console-oriented design.

Q: What display output is available?

A: The GPU features a single HDMI 1.4 output, which is the only display interface listed.

Q: What was the launch MSRP?

A: The launch MSRP was 349 USD.

Ray Tracing and Feature Set

The GPU does not list any dedicated ray tracing (RT) cores or tensor cores in its specifications. This indicates that the hardware lacks specialized acceleration for ray-traced rendering or AI-based tasks such as deep learning super sampling. Instead, all compute workloads—including any potential ray tracing—would have to be handled by the 160 shading units, which are general-purpose processors. However, the API support fields (DirectX, OpenGL, Vulkan) are all null in the dataset, meaning that the software interface for such features is not documented here. Without API specifications, the actual feature set cannot be fully verified, but the absence of RT and tensor cores is a clear indicator that this GPU is focused on traditional rasterization.

The TeraScale 2 architecture is a unified shader design, and the GPU includes 16 texture mapping units and 8 ROPs, which handle texture filtering and pixel output. The pixel fill rate of 4.400 GPixel/s and texture fill rate of 8.800 GTexel/s define the maximum rate at which fragments and texels can be processed. These rates are consistent with a GPU that prioritizes power efficiency over raw performance. The single HDMI 1.4 output supports video output, but no other display interfaces are present. Overall, the feature set is limited to conventional graphics processing, with no support for hardware-accelerated ray tracing or tensor-based features.

Detailed benchmark scores and charts for the AMD Wii U GPU are below.

Benchmark Scores

No benchmark data available for this GPU.

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