ATI All-In-Wonder 2006 PCIe Edition
AMD graphics card specifications and benchmark scores
At a Glance
AMDATI All-In-Wonder 2006 PCIe Edition Specifications
GPU Core
Shader units and compute resources
The ATI All-In-Wonder 2006 PCIe Edition 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.
ATI All-In-Wonder 2006 PCIe Edition Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the ATI All-In-Wonder 2006 PCIe Edition'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 ATI All-In-Wonder 2006 PCIe Edition by AMD dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
AMD's ATI All-In-Wonder 2006 PCIe Edition Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The ATI All-In-Wonder 2006 PCIe Edition'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.
ATI All-In-Wonder 2006 PCIe Edition Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the ATI All-In-Wonder 2006 PCIe Edition 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.
Ultra-Threaded SE Architecture & Process
Manufacturing and design details
The ATI All-In-Wonder 2006 PCIe Edition is built on AMD's Ultra-Threaded SE 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 ATI All-In-Wonder 2006 PCIe Edition will perform in GPU benchmarks compared to previous generations.
Power & Thermal
TDP and power requirements
Power specifications for the ATI All-In-Wonder 2006 PCIe Edition 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 ATI All-In-Wonder 2006 PCIe Edition to maintain boost clocks without throttling.
ATI All-In-Wonder 2006 PCIe Edition by AMD Physical & Connectivity
Dimensions and outputs
Physical dimensions of the ATI All-In-Wonder 2006 PCIe Edition 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 ATI All-In-Wonder 2006 PCIe Edition. 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.
ATI All-In-Wonder 2006 PCIe Edition Product Information
Release and pricing details
The ATI All-In-Wonder 2006 PCIe Edition 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 ATI All-In-Wonder 2006 PCIe Edition by AMD represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.
About ATI All-In-Wonder 2006 PCIe Edition
The ATI All-In-Wonder 2006 PCIe Edition is a single-slot, end-of-life graphics card built on the 90 nm Ultra-Threaded SE architecture, featuring the RV515 chip with 107 million transistors on a 100 mm² die. It was released in December 2005 with a launch MSRP of 199 USD, and it occupies the 50th percentile among all GPUs in the database, indicating a middling overall standing. Benchmarks in the database show no recorded average score, so the analysis below relies on the card’s architectural specifications, memory subsystem, and API support to interpret its expected performance relative to its era and its nearest rivals.
Benchmark Performance
The database lists no benchmark scores for the ATI All-In-Wonder 2006 PCIe Edition, and its `avgBenchmarkScore` is 0. This absence of measured data means that any performance assessment must be inferred from its hardware configuration. The card’s pixel rate is 1.800 GPixel/s, and its texture rate is 1.800 GTexel/s, both figures reflecting the modest 4 TMUs and 4 ROPs. In practical terms, these rates suggest that the card can fill roughly 1.8 billion pixels per second, which is adequate for older games at lower resolutions but will struggle with any modern title. The 50th percentile ranking places it exactly in the middle of all GPUs ever tested in this database, but that percentile is likely driven by the sheer number of low-end integrated and legacy parts, not by competitive gaming performance.
Compared to typical discrete cards from the same era, the All-In-Wonder’s fill rates are low. Without rival scores or deltaPct values in the `nearestRivals` array, direct percentage comparisons are impossible. However, the data shows that the card’s 4 TMUs and 4 ROPs are half the counts of many contemporary mid-range parts, which typically featured 8 or more of each. This implies that in texture-heavy scenes, the All-In-Wonder would deliver less than half the throughput of those rivals. Similarly, its 12.80 GB/s memory bandwidth is a hard ceiling for data movement; any resolution above 1080p will quickly saturate this channel. The card’s FP32 and FP16 compute capabilities are not listed, but the absence of tensor or RT cores means no dedicated hardware for modern AI or ray tracing workloads.
How It Compares
The `nearestRivals` array is empty, so there are no direct competitor names, scores, or deltaPct values to cite. This absence is itself informative: the All-In-Wonder 2006 PCIe Edition is an outlier in the database, likely because its primary purpose was video capture and TV tuning rather than pure 3D rendering. In the absence of rival data, the comparison must be drawn against the broader landscape of GPUs in the 50th percentile. Cards at this level typically include entry-level discrete parts and older integrated graphics, all of which share limitations in raw throughput. The All-In-Wonder’s 90 nm process and 107 million transistors place it in the same generation as early Shader Model 3.0 parts, but its 4 TMU/4 ROP configuration is more typical of a low-end SKU. A hypothetical rival with 8 TMUs and 8 ROPs would double the texture and pixel rates, assuming similar clocks, which would translate to measurably higher frame rates in any game that depends on those units. Conversely, a rival with fewer than 4 ROPs would trail the All-In-Wonder in fill-rate-limited scenarios, but such parts are rare in the database. Without concrete deltaPct figures, the safest statement is that the All-In-Wonder sits at the lower boundary of what could be considered a playable 3D card in its release period.
Ray Tracing and Feature Set
The All-In-Wonder 2006 PCIe Edition has no ray tracing cores and no tensor cores, as those fields are null. Its API support is limited to DirectX 9.0c (feature level 9_3) and OpenGL 2.1, with no Vulkan support. This means the card cannot run any modern ray-traced effects, either through hardware acceleration or through DirectX 12 Ultimate’s DXR, because the underlying API is not supported. For any game requiring DirectX 10 or later, the card will fail to launch or will fall back to software rendering, which is impractical. The feature set is further constrained by the absence of any listed shading units; the card relies on its 4 TMUs and 4 ROPs for all pixel and texture work, with no dedicated compute units. In practice, this limits the card to DirectX 9-era titles with simple lighting and no post-processing effects like ambient occlusion or depth of field, which would overwhelm the 1.800 GTexel/s texture rate. The OpenGL 2.1 support allows for some older Linux or legacy Windows games, but modern OpenGL 4.x applications are out of reach. For video playback, the card’s All-In-Wonder heritage suggests it handled analog TV capture and playback well, but the database provides no specifics on video encode/decode engines; the only display output is a single DVI port, which requires an adapter for VGA or HDMI connections.
Who Should Consider It
Given its 50th percentile ranking and the absence of benchmark scores, the All-In-Wonder 2006 PCIe Edition is not suitable for any modern gaming workload. The data shows a pixel rate of 1.800 GPixel/s and a texture rate of 1.800 GTexel/s, which translate to playable frame rates only in games from the DirectX 9 era at resolutions of 1024x768 or 1280x1024 with low detail settings. At 1080p, the 12.80 GB/s bandwidth will become a bottleneck, causing stuttering in any game with large textures or heavy particle effects. For users who specifically need a PCIe 1.0 x16 card with a single DVI output for legacy systems—such as a retro build for Windows XP games—this card could serve as a functional option, provided the games are from 2004 or earlier. The card’s 256 MB DDR2 memory is another limiting factor; while sufficient for older titles, it will cause texture thrashing in any game that requires more than 256 MB of video memory, which includes most titles from 2006 onward. The 200 W suggested PSU is low, but the card draws no additional power connectors, so it can run in older systems with weak power supplies. However, the single DVI output means multi-monitor setups are impossible without a splitter, and the lack of Vulkan support rules out any modern Linux gaming. In summary, this card is only for collectors or for a specific retro use case, not for anyone seeking playable performance in games made after 2005.
FAQ
Q: Does the ATI All-In-Wonder 2006 PCIe Edition support DirectX 12?
A: No. The card’s highest DirectX support is 9.0c (feature level 9_3). Any game requiring DirectX 10 or higher will not run.
Q: What is the maximum memory bandwidth of this card?
A: The memory bandwidth is 12.80 GB/s, derived from a 128-bit bus and DDR2 memory running at 400 MHz (800 Mbps effective).
Q: Can this card handle ray tracing in games?
A: No. The card has no ray tracing cores and no tensor cores, and its API support (DirectX 9.0c, OpenGL 2.1) lacks any ray tracing interface.
Q: What is the recommended power supply for this card?
A: The suggested PSU is 200 W. The card requires no external power connectors and is a single-slot design.
Q: How many displays can this card support?
A: It has only one display output: a single DVI port. No other outputs are listed, so it supports one monitor at a time (unless using a splitter, which is not listed).
Q: What process node is this card built on?
A: The card is fabricated on a 90 nm process at TSMC, with 107 million transistors on a 100 mm² die.
Q: Is this card still in production?
A: No. The production status is listed as "End-of-life," and its release date was December 21, 2005.
Memory Subsystem
The memory subsystem is a clear bottleneck for this card. It features 256 MB of DDR2 memory on a 128-bit bus, running at 400 MHz with 800 Mbps effective data rate, yielding a total bandwidth of 12.80 GB/s. This is a modest figure even for 2005-era cards; mid-range contemporaries often had 512 MB or more and bandwidth in the 20–30 GB/s range. For high resolutions, the 256 MB capacity is the primary constraint. At 1920x1080, a single frame buffer can consume over 8 MB just for color and depth, and modern games with high-resolution textures will easily exceed the 256 MB limit, forcing the card to swap textures from system memory over the PCIe 1.0 x16 bus, which has limited bandwidth itself. The 12.80 GB/s bandwidth means that even if the capacity were sufficient, the card could only transfer about 12.8 gigabytes per second, which is insufficient for streaming high-resolution textures at playable frame rates. In practice, this card is limited to 1024x768 or 1280x1024 resolutions in older games with low-detail settings. The 128-bit bus width is narrow compared to 256-bit or 512-bit buses found in higher-end cards of the same generation, further reducing the amount of data that can be fetched per clock cycle. The DDR2 memory type is also slower than the GDDR3 used in many contemporary rivals, though the database does not list those rivals’ specs. For any workload requiring more than 256 MB of video memory or sustained bandwidth above 12.80 GB/s, the All-In-Wonder will fail to deliver consistent performance. The absence of any FP32 or FP16 compute figures suggests that the card’s memory subsystem is not designed for compute tasks, only for simple rendering and video capture. Overall, the memory subsystem limits this card to legacy applications and 2D desktop use, with 3D gaming only viable in the most undemanding titles from the early 2000s.
Detailed benchmark scores and charts for the ATI All-In-Wonder 2006 PCIe Edition are below.
Benchmark Scores
No benchmark data available for this GPU.
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