ATI Mobility FireGL V3200
AMD graphics card specifications and benchmark scores
At a Glance
AMDATI Mobility FireGL V3200 Specifications
ATI Mobility FireGL V3200 GPU Core
Shader units and compute resources
The ATI Mobility FireGL V3200 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 Mobility FireGL V3200 Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the ATI Mobility FireGL V3200'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 Mobility FireGL V3200 by AMD dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
AMD's ATI Mobility FireGL V3200 Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The ATI Mobility FireGL V3200'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 Mobility FireGL V3200 Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the ATI Mobility FireGL V3200 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.
R300 Architecture & Process
Manufacturing and design details
The ATI Mobility FireGL V3200 is built on AMD's R300 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 Mobility FireGL V3200 will perform in GPU benchmarks compared to previous generations.
AMD's ATI Mobility FireGL V3200 Power & Thermal
TDP and power requirements
Power specifications for the ATI Mobility FireGL V3200 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 Mobility FireGL V3200 to maintain boost clocks without throttling.
ATI Mobility FireGL V3200 by AMD Physical & Connectivity
Dimensions and outputs
Physical dimensions of the ATI Mobility FireGL V3200 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 Mobility FireGL V3200. 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 Mobility FireGL V3200 Product Information
Release and pricing details
The ATI Mobility FireGL V3200 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 Mobility FireGL V3200 by AMD represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.
ATI Mobility FireGL V3200 Benchmark Scores
No benchmark data available for this GPU.
About ATI Mobility FireGL V3200
The ATI Mobility FireGL V3200 is an end-of-life mobile workstation GPU built on TSMC’s 130 nm process, featuring the M24 chip derived from the R300 architecture. With 75 million transistors on a 92 mm² die, this part targets professional laptop use from its 2004 release, yet its data sheet reveals a device with modest absolute specifications. Benchmarks place it at the 50th percentile among all GPUs, meaning it sits exactly at the median of the historical performance distribution — not a leader, but not an outlier either. The following analysis interprets the hard numbers from the fact pack to clarify what this GPU can and cannot do in modern contexts.
Memory Subsystem
The Mobility FireGL V3200 is equipped with 128 MB of DDR2 memory on a 128-bit bus. The memory clock runs at 250 MHz, translating to 500 Mbps effective data rate, which yields a total bandwidth of 8.000 GB/s. That bandwidth figure is the single most limiting factor for high-resolution work. For context, 8.000 GB/s is adequate for 1280x1024 or 1600x1200 desktop workloads of the era, but it becomes a bottleneck when pushing texture-heavy scenes at 1920x1080 or higher. The 128-bit bus width is standard for its class, yet the low clock speed means the memory subsystem cannot feed the pixel and texture units quickly enough for modern high-resolution demands. At 1.600 GPixel/s pixel rate and 1.600 GTexel/s texture rate, the GPU’s internal throughput is balanced with memory bandwidth — neither outpaces the other, which avoids stuttering but caps overall performance. For professional CAD or 3D modeling at moderate resolutions, the 128 MB frame buffer suffices for simple scenes; however, large textures or multi-sample anti-aliasing will quickly exceed this capacity, forcing the driver to spill to system memory over the PCIe 1.0 x16 interface. That interface, while forward-looking for its time, provides far less bandwidth than modern PCIe generations. The data shows a memory subsystem that was competent for 2004-era laptop workstations but is now hopelessly undersized for any high-resolution task.
Ray Tracing and Feature Set
This GPU has no dedicated ray tracing cores and no tensor cores. The fact pack lists null values for both, confirming that the hardware lacks any specialized acceleration for ray-traced lighting or AI-based upscaling. The API support is limited to DirectX 9.0b and OpenGL 2.0; there is no Vulkan support listed. That DirectX 9.0b version predates even the 9.0c revision that became ubiquitous in games, so any modern title requiring newer DX features will not run. OpenGL 2.0 is similarly ancient, though it can handle basic fixed-function pipeline workloads. The R300 architecture itself was designed before ray tracing entered consumer or professional GPU roadmaps, so all lighting calculations must be done via traditional rasterization and shader models from that era. The 4 texture mapping units (TMUs) and 4 render output units (ROPs) further underscore the lack of parallel geometry processing. For ray tracing, the absence of RT cores means any attempt at such effects would be software-emulated, and given the pixel rate of 1.600 GPixel/s, that would be impractically slow. The feature set is strictly legacy: no hardware video encoding, no mesh shaders, no variable rate shading. The only positive is that OpenGL 2.0 provides a stable baseline for older workstation applications, but the lack of Vulkan and modern DX makes this GPU incompatible with contemporary software stacks.
Benchmark Performance
The fact pack lists an average benchmark score of 0 and a percentile rank of 50 among all GPUs. The nearestRivals array is empty, so there are no direct comparison scores or deltaPct values to analyze. This absence of rival data means the 50th percentile is the only positional metric available. A percentile of 50 indicates that half of all GPUs in the historical database score higher and half score lower. That is a literal median placement, not a sign of strength. With an average score of exactly 0, the benchmark data suggests either no valid benchmark runs were recorded or the GPU’s performance is so low that it rounds to zero on the scoring scale — either way, the practical takeaway is that this GPU produces negligible performance in any modern benchmark workload. The pixel rate of 1.600 GPixel/s and texture rate of 1.600 GTexel/s are identical, meaning the ROP and TMU stages are perfectly balanced at 4 units each running at the same clock. That balance avoids one stage bottlenecking the other, but the absolute numbers are roughly 50-100 times lower than a mid-range GPU from the last decade. Without rival scores, the only interpretation is that the 50th percentile is a statistical artifact of the database’s historical spread, not an endorsement. In real terms, the benchmark performance is insufficient for any game released after 2006 or any modern GPU-accelerated professional tool.
Who Should Consider It
Given the 128 MB memory, 8.000 GB/s bandwidth, and 50th percentile rank, this GPU is only suitable for extremely retro use cases. Users running legacy CAD software from the early 2000s, such as AutoCAD 2004 or SolidWorks 2003, might find the OpenGL 2.0 support adequate for wireframe and basic solid modeling. At resolutions of 1024x768 or 1280x1024, the pixel rate of 1.600 GPixel/s can drive simple 2D interfaces and non-textured 3D views without excessive lag. However, any scene with multiple dynamic lights or high-polygon counts will drop below interactive frame rates. For gaming, only DirectX 9.0b titles from 2003-2004 era — early Source engine games or first-generation DX9 shooters — could run at low settings and reduced resolutions. The 128 MB VRAM is the hard ceiling: any texture pack exceeding that size forces constant swapping. Users should avoid this GPU for any task requiring Vulkan, modern OpenGL (3.0+), or DirectX 10 and above. The 130 nm process node also means high power consumption relative to the performance delivered, though the fact pack does not list a TDP figure, so no exact number can be cited. In short, consider it only for vintage hardware collectors or for driving a simple secondary display on a legacy system.
How It Compares
The nearestRivals field is empty, so no direct comparison against specific competing GPUs can be made from the fact pack data. This absence itself is informative: the Mobility FireGL V3200 occupies a niche so old that the benchmark database has no recorded rivals within a reasonable performance band. The successor is listed as FirePro Mobility, which implies a generational jump in capabilities, but no scores or specifications for that successor are provided. Against the broader GPU landscape, the 50th percentile rank means it sits exactly at the midpoint of all GPUs ever benchmarked — a position that sounds neutral but is actually misleading because the database includes many ancient parts. In practice, the 8.000 GB/s bandwidth and 1.600 GPixel/s pixel rate place it near the bottom of any modern comparison list. Without rival names or deltaPct values, the only honest statement is that this GPU has no meaningful competition in today’s market because nothing current operates at these performance levels. The lack of benchmark scores (average of 0) further isolates it from any quantitative comparison. For a builder or analyst, the empty rivals list signals that this part is best viewed as a historical artifact rather than a competitive product.
FAQ
Q: Does the ATI Mobility FireGL V3200 support ray tracing?
A: No. The fact pack lists null values for both RT cores and tensor cores, indicating no dedicated hardware for ray tracing or AI acceleration.
Q: What is the maximum memory bandwidth of this GPU?
A: The memory bandwidth is 8.000 GB/s, derived from 128 MB of DDR2 memory on a 128-bit bus running at 250 MHz (500 Mbps effective).
Q: Which DirectX version does this GPU support?
A: It supports DirectX 9.0b, as listed in the APIs section, along with OpenGL 2.0. Vulkan support is not listed.
Q: What is the GPU’s percentile rank among all GPUs?
A: The percentileVsAllGpus field is 50, meaning it sits at the exact median of the historical database, though its average benchmark score is 0.
Q: How many texture mapping units and ROPs does it have?
A: It has 4 texture mapping units (TMUs) and 4 render output units (ROPs), yielding a texture rate of 1.600 GTexel/s and a pixel rate of 1.600 GPixel/s.
Q: Is this GPU still in production?
A: No. The production status is listed as end-of-life, with a release date of 2004-05-31 and a successor named FirePro Mobility.
The NVIDIA Equivalent of ATI Mobility FireGL V3200
Looking for a similar graphics card from NVIDIA? The NVIDIA GeForce RTX 2080 offers comparable performance and features in the NVIDIA lineup.
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