ATI FireGL V5600
AMD graphics card specifications and benchmark scores
At a Glance
AMDATI FireGL V5600 Specifications
GPU Core
Shader units and compute resources
The ATI FireGL V5600 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 V5600 Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the ATI FireGL V5600'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 V5600 by AMD dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
AMD's ATI FireGL V5600 Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The ATI FireGL V5600'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 V5600 by AMD Cache
On-chip cache hierarchy
On-chip cache provides ultra-fast data access for the ATI FireGL V5600, 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.
ATI FireGL V5600 Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the ATI FireGL V5600 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.
TeraScale Architecture & Process
Manufacturing and design details
The ATI FireGL V5600 is built on AMD's TeraScale 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 V5600 will perform in GPU benchmarks compared to previous generations.
Power & Thermal
TDP and power requirements
Power specifications for the ATI FireGL V5600 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 V5600 to maintain boost clocks without throttling.
ATI FireGL V5600 by AMD Physical & Connectivity
Dimensions and outputs
Physical dimensions of the ATI FireGL V5600 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 V5600. 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 V5600 Product Information
Release and pricing details
The ATI FireGL V5600 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 V5600 by AMD represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.
About ATI FireGL V5600
The ATI FireGL V5600 is an AMD workstation GPU built on the TeraScale architecture. It uses the RV630 chip, fabricated by TSMC on a 65 nm process with 390 million transistors on a 153 mm² die, for a transistor density of 2.5M / mm². The card belongs to the FireGL (Vx600) generation, was released on 2007-08-05, and is marked end-of-life. Its predecessor is Fire GL and its successor is FirePro Terascale. The database entry lists no benchmark workloads, an average benchmark score of 0, and a 50th percentile rank among all GPUs. The launch MSRP was 599 USD.
Benchmark Performance
Benchmark data is absent. The benchmarks array is empty, and the average benchmark score is 0. The nearestRivals field is also empty, so there are no exact deltaPct figures to cite, no rival scores to compare, and no head-to-head deltas relative to named cards. The only relative metric in the entry is percentileVsAllGpus: 50, which places the card at the midpoint of the database’s GPU distribution. Since the average score is zero and no workloads are recorded, this percentile should be read as a database position rather than as a measured performance result.
The specification sheet provides the only hard throughput ceilings. The card has 120 shading units, 8 texture mapping units, and 4 ROPs. Pixel rate is 3.200 GPixel/s, texture rate is 6.400 GTexel/s, and FP32 compute is 192.0 GFLOPS. In isolation, these figures point to a small design with constrained fill rate and compute throughput. A pixel rate of 3.200 GPixel/s with 4 ROPs is a modest fill-rate figure; a texture rate of 6.400 GTexel/s with 8 TMUs is similarly limited. The FP32 number is the maximum single-precision workload the shader array can process, not a frame-rate measurement.
Without benchmark scores, the database cannot express how far ahead or behind this card is relative to rivals. The 50th percentile standing is a single global position, and the fact pack does not include nearest rivals. Therefore, the performance analysis must rest on throughput limits rather than measured deltas. The 120 shading units are the programmable core of the TeraScale design, and the 8 TMUs and 4 ROPs set the texture and pixel processing boundaries. A card with this combination of rates is not a high-throughput part by the standards of the surrounding database population, but no exact percentage comparison is possible from the data provided.
Ray Tracing and Feature Set
The RT core and tensor core fields are null. The FireGL V5600 therefore has no hardware ray tracing resources and no tensor core resources in the database. No hardware path for ray tracing is present. The API list is limited to DirectX 10.0 (10_0) and OpenGL 3.3; Vulkan support is null. This means the card’s software interface does not extend into a newer Vulkan feature set, and applications relying on Vulkan would not be supported per the database entry.
The feature set also includes 2x DVI display outputs and a PCIe 1.0 x16 bus interface. The shading resource is 120 units, with 8 TMUs and 4 ROPs completing the pipeline. Because the tensor core field is null, there is no tensor-accelerated functionality recorded. The absence of RT cores likewise means that any ray tracing workload would have to run through the DirectX 10.0 or OpenGL 3.3 shader pipeline, with no dedicated hardware assistance. The DirectX 10.0 (10_0) field is the feature level listed for this card, and OpenGL 3.3 is the maximum OpenGL version recorded.
Memory Subsystem
Memory is 512 MB of GDDR4. The bus is 128 bits wide. The memory clock is 1100 MHz, described as 2.2 Gbps effective, and the resulting bandwidth is 35.20 GB/s. A 128-bit bus with this data rate creates a fixed bandwidth ceiling; applications that stream large textures must pass through this 35.20 GB/s channel. Since the capacity is 512 MB, any working set beyond that amount cannot fit in local VRAM, forcing data to be re-fetched over the PCIe 1.0 x16 bus. For high resolutions, the memory capacity is likely to matter before bandwidth does: frame buffers and texture sets above 512 MB will exceed the card’s local storage.
The pixel rate of 3.200 GPixel/s and the 4 ROPs further bound high-resolution performance. A larger frame buffer does not increase the pixel write rate. The combination of 512 MB GDDR4, a 128-bit interface, 35.20 GB/s bandwidth, and 3.200 GPixel/s describes a memory subsystem built for modest resolutions and contained texture budgets. At resolutions or settings that grow the working set beyond 512 MB, the card will hit capacity limits. The memory clock of 1100 MHz is the only clock speed listed in the entry; no base or boost clock is present for the GPU itself.
FAQ
Q: What process is the RV630 chip fabricated on?
A: TSMC’s 65 nm process. The chip contains 390 million transistors on a 153 mm² die, giving a transistor density of 2.5M / mm².
Q: What clock speeds are listed?
A: The memory clock is 1100 MHz, or 2.2 Gbps effective. The base and boost clocks are not listed.
Q: Does the FireGL V5600 support Vulkan?
A: No. The Vulkan field is null. The API list covers DirectX 10.0 (10_0) and OpenGL 3.3.
Q: What is the memory configuration?
A: 512 MB of GDDR4 on a 128-bit interface with 35.20 GB/s bandwidth.
Q: What power supply is suggested?
A: A 250 W PSU is suggested. TDP is 89 W, and no auxiliary power connectors are listed.
Q: What is the card’s production status?
A: End-of-life. It was released on 2007-08-05, with Fire GL as predecessor and FirePro Terascale as successor.
How It Compares
No nearestRivals data exists for the FireGL V5600 in this database. There are no rival names, rival scores, or deltaPct values, so a direct comparison with specific competing cards cannot be generated. The only ranking information available is the 50th percentile position across all GPUs. That is a global percentile, not a head-to-head delta. Consequently, no statement of the form “card X is Y% ahead of card Z” can be supported from this fact pack.
Within the product lineage, the FireGL V5600 follows Fire GL and is followed by FirePro Terascale, but the database does not associate either with a score. The empty nearestRivals field means that any attempt to position this card against individual competitors would require data not present in the entry. The 50th percentile standing is the single point of comparison, and it is a median position in the database’s all-GPU distribution. Without rival records, the card’s comparative position is defined by that global percentile and by its own specifications, not by measured performance gaps.
Power and Cooling
The FireGL V5600 has a TDP of 89 W. The suggested power supply is 250 W. No power connectors are listed, and the card occupies a single slot. The physical dimensions are not listed in the database; length, height, and width are all null. The absence of auxiliary connectors means the card’s power input is limited to whatever the PCIe 1.0 x16 slot provides, though the fact pack does not state a slot power budget.
Cooling is described only as single-slot. No cooler type, fan count, or heatsink dimensions are listed. The 89 W TDP and 250 W suggested PSU define the power envelope for system planning. A single-slot chassis space requirement is indicated by the slotWidth field. There is no other cooling data in the entry, so the thermal solution cannot be described beyond its single-slot width and the 89 W TDP figure.
Who Should Consider It
The FireGL V5600 is a card for workloads that respect its 512 MB GDDR4 capacity and 35.20 GB/s bandwidth. With 120 shading units, 8 TMUs, and 4 ROPs, its throughput profile is below the demands of high-resolution, high-detail rendering. Users targeting reduced resolutions and modest texture budgets are better matched to these specifications. The DirectX 10.0 (10_0) and OpenGL 3.3 API support points toward legacy applications rather than modern GPU compute frameworks. Vulkan is absent, so Vulkan-based titles or engines are not supported according to the database entry.
The 2x DVI output pair makes it appropriate for dual-monitor setups using DVI monitors. Because the average benchmark score is 0 and the only global ranking is the 50th percentile, there is no quantitative evidence to recommend the card for specific game settings above those baseline capabilities. The 192.0 GFLOPS FP32 figure is the compute ceiling for shader workloads; the 3.200 GPixel/s and 6.400 GTexel/s rates are the fill-rate ceilings. A user considering this card should do so with those limits in mind.
Workstation-oriented buyers in the database’s end-of-life category may see this as a display adapter for DVI-based productivity rather than a high-performance compute part. The 35.20 GB/s memory bandwidth and 512 MB frame buffer are the key constraints if textures and render targets scale with resolution. No exact rival comparisons are available, so the recommendation is based on the card’s own specifications and its 50th percentile standing.
Detailed benchmark scores and charts for the ATI FireGL V5600 are below.
Benchmark Scores
No benchmark data available for this GPU.
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