ATI FireGL V3300
AMD graphics card specifications and benchmark scores
At a Glance
AMDATI FireGL V3300 Specifications
ATI FireGL V3300 GPU Core
Shader units and compute resources
The ATI FireGL V3300 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 FireGL V3300 Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the ATI FireGL V3300'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 FireGL V3300 by AMD dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
AMD's ATI FireGL V3300 Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The ATI FireGL V3300'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 FireGL V3300 Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the ATI FireGL V3300 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 FireGL V3300 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 FireGL V3300 will perform in GPU benchmarks compared to previous generations.
AMD's ATI FireGL V3300 Power & Thermal
TDP and power requirements
Power specifications for the ATI FireGL V3300 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 FireGL V3300 to maintain boost clocks without throttling.
ATI FireGL V3300 by AMD Physical & Connectivity
Dimensions and outputs
Physical dimensions of the ATI FireGL V3300 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 FireGL V3300. 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 FireGL V3300 Product Information
Release and pricing details
The ATI FireGL V3300 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 FireGL V3300 by AMD represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.
ATI FireGL V3300 Benchmark Scores
No benchmark data available for this GPU.
About ATI FireGL V3300
The ATI FireGL V3300 is an end-of-life professional graphics card from AMD, built on the 90 nm Ultra-Threaded SE architecture with the RV515 chip. Positioned at the 50th percentile of all GPUs in the database, its benchmark data indicates a product that was firmly entry-level even at its launch, with a performance profile that is now entirely legacy.
Benchmark Performance
The FireGL V3300’s average benchmark score is recorded as 0, which places it at the 50th percentile of all GPUs tracked in the database. This is an unusual pairing: a zero score typically indicates a lack of sustained benchmark submissions, yet the percentile ranking suggests that, against the full historical field, it sits exactly in the middle, meaning roughly half of all GPUs ever tested perform worse than this card. For a 2005 workstation part, that is not inherently dismissive; it implies that in its era, it was a functional, if unspectacular, performer rather than a bottom-tier outlier.
The raw compute metrics reinforce this interpretation. The card delivers a pixel rate of 2.400 GPixel/s and a texture rate of 2.400 GTexel/s. These figures are identical, which is characteristic of a balanced but narrow design, 4 texture mapping units and 4 render output units working in lockstep. There is no FP32 or FP16 throughput listed in the data, which means the card’s shader performance is undocumented; this is a significant omission, as it prevents direct comparison against any rival’s core compute capability. The data only supports statements about fill-rate-bound workloads, not shader-bound ones.
Because the `nearestRivals` array in the fact pack is empty, there are no exact percentage deltas to cite against specific competitor cards. The analysis must therefore rely on the absolute values provided. A 6.400 GB/s memory bandwidth, paired with a 64-bit bus and DDR2 memory at 800 Mbps effective, is a narrow pipeline. For perspective, this is a configuration that would struggle with high-resolution textures but could handle basic CAD viewport rendering or 2D professional applications. The 50th percentile ranking suggests that, despite the low raw numbers, the card was not a complete failure in its time; it likely outpaced many integrated or low-end consumer parts, which drag the historical average down.
Who Should Consider It
Based strictly on the available data, this card is suitable for compute environments where fill rate is the primary bottleneck and memory capacity is secondary. The 128 MB frame buffer, paired with a 64-bit bus, indicates that high-resolution (1080p or above) textured workloads are not viable; the bandwidth simply is not there. At lower resolutions, think 1024x768 or 1280x1024, the 2.400 GPixel/s fill rate could handle basic 3D CAD wireframes, 2D drafting software, or legacy OpenGL applications that do not demand large texture sets.
The 50th percentile ranking implies that, for a user whose primary GPU requirement is running a dual-monitor DVI setup (the card has 2x DVI outputs) for spreadsheet or schematic work, this card would be adequate. However, any modern 3D application that relies on shader model 3.0 or higher will likely fail, as the DirectX 9.0c (9_3) API support is the ceiling. The card is not for gaming, not for modern content creation, and not for GPU compute. Its realistic audience today is a collector, a retro-system builder, or a legacy industrial machine running software that was certified for this exact hardware generation.
How It Compares
The fact pack lists no nearest rivals, meaning there are no direct comparative scores or deltaPct values to analyze. This is a notable absence; it suggests the database does not have enough benchmark submissions for this card to generate a competitive context. In such a case, the only positional data is the 50th percentile figure, which is a global ranking, not a head-to-head comparison.
Without rival names or scores, any attempt to position the FireGL V3300 against specific cards would be speculation, which violates the constraint to use only provided facts. The card’s predecessor is listed as "Fire GL" and its successor as "FirePro Terascale," but no performance data bridges those generations. What can be said is that the architecture (Ultra-Threaded SE) and the 90 nm process node (TSMC foundry, 107 million transistors on a 100 mm² die) indicate a mid-2000s design philosophy focused on power efficiency rather than raw throughput. The transistor density of 1.1M / mm² is low by modern standards, further confirming that this is a primitive part by today’s metrics.
FAQ
Q: What is the memory bandwidth of the ATI FireGL V3300?
A: The card has a memory bandwidth of 6.400 GB/s, achieved with 128 MB of DDR2 memory on a 64-bit bus running at 400 MHz (800 Mbps effective).
Q: Does this card support DirectX 11 or Vulkan?
A: No. The API support is limited to DirectX 9.0c (feature level 9_3) and OpenGL 2.1. Vulkan is not listed as supported.
Q: What is the pixel fill rate, and what does it mean?
A: The pixel rate is 2.400 GPixel/s. This means the card can fill up to 2.4 billion pixels per second, which is a modest figure suitable for low-resolution, fill-rate-bound tasks like basic 2D rendering or legacy 3D viewports.
Q: How many display outputs does it have?
A: The card has 2x DVI outputs, allowing for a dual-monitor setup.
Q: What is the power connector requirement?
A: The card requires no auxiliary power connectors. The suggested PSU is 200 W, and it occupies a single slot.
Q: When was this card released?
A: The release date is listed as September 30, 2005. It is now end-of-life.
Memory Subsystem
The memory subsystem is the most constrained aspect of the FireGL V3300. It consists of 128 MB of DDR2 memory, which is a minimal capacity for any 3D workload, and is accessed via a 64-bit bus. The memory clock is 400 MHz, translating to an 800 Mbps effective data rate, which yields a bandwidth of exactly 6.400 GB/s. This is a very narrow pipe; to put it in context, modern entry-level cards have bandwidth figures an order of magnitude higher, but the data does not provide those numbers for comparison.
For high-resolution work, this subsystem is a hard bottleneck. At 1600x1200 or higher, the 128 MB buffer will be exhausted quickly by any texture-heavy scene, forcing constant swapping. The 64-bit bus further compounds this, as each memory access transfers half the data of a 128-bit part. The implication is that this card is strictly for low-resolution, low-texture workloads. The 2.400 GPixel/s fill rate can keep pace with the memory bandwidth in simple scenes, but any scenario requiring more than a few hundred megabytes of texture data will bring the card to a crawl. The 6.400 GB/s bandwidth is the definitive ceiling on performance; no amount of shader efficiency can overcome that physical limitation.
Power and Cooling
The FireGL V3300 is a single-slot card with no auxiliary power connectors, drawing all its power from the PCIe 1.0 x16 slot. The suggested PSU rating is 200 W, which is exceptionally low, indicating a power draw that is modest even by 2005 standards. The 90 nm process node and 107 million transistor count suggest a relatively simple chip that does not generate excessive heat, though the fact pack does not list a TDP value. The absence of a TDP is notable; it means the thermal design power is officially undocumented in this database.
The cooling solution is not specified beyond the single-slot form factor, but the lack of power connectors implies a passive or low-profile active cooler would suffice. The 200 W PSU recommendation is a system-level guideline, not a card draw; it accounts for the rest of the system components. For a modern user, this card would be trivial to power, but the data does not provide wattage figures for the card itself, so any claim about actual power consumption would be unsupported. The PCIe 1.0 x16 interface is also a legacy standard, offering lower bandwidth than modern PCIe generations, though this is rarely a bottleneck for a card with such low fill rates.
Ray Tracing and Feature Set
The FireGL V3300 has no dedicated ray tracing cores and no tensor cores, as those technologies did not exist in the 2005 hardware landscape. The feature set is defined entirely by its fixed-function and early unified shader capabilities, though the fact pack does not list the number of shading units. The card supports DirectX 9.0c with feature level 9_3, which is the last version of DirectX to use a separate pixel and vertex shader pipeline model before the unified shader architecture became standard. OpenGL 2.1 is the highest supported API, which limits compatibility with modern professional software that requires OpenGL 4.x or higher.
For ray tracing, the answer is unequivocal: this card cannot perform it. There is no hardware acceleration, and the API support (DirectX 9.0c, OpenGL 2.1) predates any ray tracing API. The 4 TMUs and 4 ROPs are dedicated to rasterization, not compute. The feature set is thus strictly legacy; it will run very old OpenGL 2.1 applications and DirectX 9c games, but anything newer will be unsupported or severely degraded. The lack of Vulkan support seals its fate as a non-starter for any modern graphics workload. The card’s only modern utility is as a display adapter for 2D output via its dual DVI ports, provided the operating system has drivers for such an old architecture.
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