RADEON

ATI Fire GL4

AMD graphics card specifications and benchmark scores

128 MB
VRAM
MHz Boost
TDP
256
Bus Width

At a Glance

AMD
VRAM 128 MB
Bus Width 256-bit
Memory Type DDR
Architecture IBM
nm
Process 180 nm
Released Mar 2001

ATI Fire GL4 Specifications

ATI Fire GL4 GPU Core

Shader units and compute resources

The ATI Fire GL4 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.

TMUs
4
ROPs
1

ATI Fire GL4 Clock Speeds

GPU and memory frequencies

Clock speeds directly impact the ATI Fire GL4'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 Fire GL4 by AMD dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.

GPU Clock
150 MHz
Memory Clock
150 MHz 300 Mbps effective
GDDR GDDR 6X 6X

AMD's ATI Fire GL4 Memory

VRAM capacity and bandwidth

VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The ATI Fire GL4'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
128 MB
VRAM
128 MB
Memory Type
DDR
VRAM Type
DDR
Memory Bus
256 bit
Bus Width
256-bit
Bandwidth
9.600 GB/s

ATI Fire GL4 Theoretical Performance

Compute and fill rates

Theoretical performance metrics provide a baseline for comparing the ATI Fire GL4 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.

Pixel Rate
150.0 MPixel/s
Texture Rate
600.0 MTexel/s

IBM Architecture & Process

Manufacturing and design details

The ATI Fire GL4 is built on AMD's IBM 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 Fire GL4 will perform in GPU benchmarks compared to previous generations.

Architecture
IBM
GPU Name
GT1000
Process Node
180 nm
Foundry
IBM
Die Size
100 mm²

AMD's ATI Fire GL4 Power & Thermal

TDP and power requirements

Power specifications for the ATI Fire GL4 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 Fire GL4 to maintain boost clocks without throttling.

Power Connectors
None
Suggested PSU
200 W

ATI Fire GL4 by AMD Physical & Connectivity

Dimensions and outputs

Physical dimensions of the ATI Fire GL4 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.

Slot Width
Single-slot
Bus Interface
AGP Pro 8x
Display Outputs
2x DVI1x S-Video
Display Outputs
2x DVI1x S-Video

AMD API Support

Graphics and compute APIs

API support determines which games and applications can fully utilize the ATI Fire GL4. 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.

DirectX
6.0
DirectX
6.0
OpenGL
1.2
OpenGL
1.2

ATI Fire GL4 Product Information

Release and pricing details

The ATI Fire GL4 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 Fire GL4 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
Mar 2001
Launch Price
1,999 USD
Production
End-of-life
Predecessor
Rage GL
Successor
FireGL

ATI Fire GL4 Benchmark Scores

No benchmark data available for this GPU.

About ATI Fire GL4

The ATI Fire GL4 is an end-of-life professional workstation graphics card from AMD’s Fire GL generation, built on IBM’s 180 nm process with a 100 mm² die. Released in March 2001, it occupies a specific niche in the benchmark database, holding a 50th percentile ranking among all GPUs tracked, though it carries no recorded average benchmark score. This analysis draws solely on the provided specification data and the card’s position within its generation.

Benchmark Performance

The Fire GL4 has no recorded benchmark scores in the database, meaning its performance cannot be quantified through direct synthetic or application-based testing data. The absence of scores, combined with a 50th percentile ranking, indicates that the card sits at the median of all GPUs in the database, a position that suggests mid-pack capability among the diverse range of hardware tracked, but without concrete deltas to compare against specific rivals.

The card’s raw throughput figures provide a baseline for interpreting its expected performance. The pixel rate is 150.0 MPixel/s, and the texture rate is 600.0 MTexel/s. These numbers, while not benchmark scores, establish the card’s fundamental processing limits. The texture rate is four times the pixel rate, which aligns with the hardware configuration of 4 texture mapping units (TMUs) and 1 render output unit (ROP). This ratio means the Fire GL4 can theoretically apply textures to geometry at a rate four times faster than it can write final pixels to the framebuffer, a characteristic that often benefits texture-heavy workloads but can bottleneck pixel-heavy scenes.

Because the nearestRivals array is empty, there are no percentage deltas to report against competing products. The data shows that the Fire GL4’s performance class must be inferred from its internal specifications rather than direct comparisons. The 50th percentile placement does, however, position it exactly in the middle of all GPUs in the database, suggesting that half of the tracked hardware is faster and half is slower. This median standing is consistent with a professional card from 2001 that was not designed for maximum consumer gaming performance but rather for specialized workstation tasks.

Ray Tracing and Feature Set

The Fire GL4 predates dedicated ray tracing and tensor core hardware; the specification pack lists no RT cores and no tensor cores. Consequently, hardware-accelerated ray tracing is not a feature of this card. Any ray tracing workloads would have to be handled through software or older rasterization-based methods, which were the norm for the era. The absence of these cores means the card’s feature set is firmly rooted in the DirectX 6.0 and OpenGL 1.2 API levels.

The API support is limited to DirectX 6.0 and OpenGL 1.2, with no Vulkan support listed. DirectX 6.0 dates to the late 1990s, and OpenGL 1.2 was current around the same period. This restricts the Fire GL4 to applications and games that use these older API versions. For professional use, OpenGL 1.2 support would have been relevant for CAD and 3D modeling software of that time, but modern applications requiring newer API features will not run on this hardware. The card’s display outputs are 2x DVI and 1x S-Video, which reflects the connectivity standards of its release period, offering dual digital outputs for workstation monitors.

How It Compares

The nearestRivals data is empty, so no direct comparisons can be made against specific competing products. The card’s predecessor is the Rage GL, and its successor is the FireGL, but the database does not provide benchmark scores or performance deltas for either. The Fire GL4 sits between these two generations with no quantitative data to establish how much faster or slower it is than either.

Without rival scores, the comparison must rely on the internal architecture. The Fire GL4 uses the GT1000 chip from IBM, built on a 180 nm process. The Rage GL, as a predecessor, would logically use an older process and likely fewer features, but no specs are provided to confirm this. The successor FireGL would presumably improve upon the Fire GL4, but again, no numbers are available. The 50th percentile ranking provides the only positional context, placing the Fire GL4 exactly at the median of all GPUs in the database, which implies it is neither a top-tier performer nor a bottom-tier one within the historical hardware tracked.

Who Should Consider It

Given the lack of benchmark scores, recommendations must be grounded in the card’s raw specifications and the API support. The Fire GL4 is suited for legacy professional applications that rely on OpenGL 1.2 and DirectX 6.0. For resolution and settings, the card’s pixel rate of 150.0 MPixel/s and texture rate of 600.0 MTexel/s suggest it can handle lower resolutions with moderate settings. At higher resolutions, the pixel rate becomes the limiting factor, as the single ROP will struggle to fill a large framebuffer quickly.

The 128 MB memory size and 9.600 GB/s bandwidth further constrain high-resolution performance. For a card of this era, 128 MB was a reasonable amount, but it is insufficient for modern high-resolution textures. Users running legacy software at 1024x768 or lower resolutions with reduced texture quality would find the Fire GL4 adequate. The data does not support recommendations for 1080p or beyond, as the pixel rate and bandwidth would likely cause significant performance drops. The card also lacks any modern features like hardware ray tracing, so it is not suitable for any workload requiring those capabilities.

Memory Subsystem

The Fire GL4 is equipped with 128 MB of DDR memory on a 256-bit bus. The memory clock is 150 MHz, with an effective data rate of 300 Mbps. This configuration yields a bandwidth of 9.600 GB/s. The 256-bit bus width is a notable feature, as it allows the memory controller to transfer data across a wide path, partially compensating for the relatively low clock speed.

At high resolutions, the memory bandwidth becomes a critical factor. 9.600 GB/s is modest by modern standards, but for the card’s intended era and workload, it provides a baseline for texture streaming and framebuffer operations. The 128 MB capacity limits the texture detail and scene complexity that can be loaded into VRAM. For professional 3D modeling with large textures, this would be a bottleneck. The wide bus width helps maintain throughput efficiency, but the effective data rate of 300 Mbps is low, meaning the card will struggle with data-intensive tasks such as large, high-resolution textures or complex geometry buffers. The memory subsystem is adequate for basic 2D and early 3D workloads but is not designed for high-fidelity, high-resolution rendering.

Power and Cooling

The Fire GL4 has no listed TDP, but the suggested PSU is 200 W. This low power supply recommendation indicates that the card is not power-hungry, consistent with its 180 nm process node and modest specifications. The card is single-slot and requires no power connectors, drawing all its power from the AGP Pro 8x bus interface. This makes installation straightforward, as no additional power cables are needed.

The absence of a TDP figure means the exact power draw is not quantified, but the 200 W PSU suggestion provides an upper bound for system requirements. A 200 W power supply is sufficient for the card and a basic system of that era. The single-slot design and lack of power connectors also imply that cooling is passive or requires only minimal airflow. The card’s low power characteristics are consistent with its performance class, as a card with a 150.0 MPixel/s pixel rate and 600.0 MTexel/s texture rate does not generate excessive heat. The 180 nm process, while large by modern standards, was typical for the time and did not require elaborate cooling solutions. Overall, the power and cooling requirements are minimal, making the Fire GL4 easy to integrate into a workstation of its period.

Compare ATI Fire GL4 with Other GPUs

Select another GPU to compare specifications and benchmarks side-by-side.

Browse GPUs