ATI Mobility FireGL V5600
AMD graphics card specifications and benchmark scores
At a Glance
AMDATI Mobility FireGL V5600 Specifications
ATI Mobility FireGL V5600 GPU Core
Shader units and compute resources
The ATI Mobility 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 Mobility FireGL V5600 Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the ATI Mobility 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 Mobility FireGL V5600 by AMD dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
AMD's ATI Mobility FireGL V5600 Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The ATI Mobility 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 Mobility FireGL V5600 by AMD Cache
On-chip cache hierarchy
On-chip cache provides ultra-fast data access for the ATI Mobility 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 Mobility FireGL V5600 Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the ATI Mobility 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 Mobility 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 Mobility FireGL V5600 will perform in GPU benchmarks compared to previous generations.
AMD's ATI Mobility FireGL V5600 Power & Thermal
TDP and power requirements
Power specifications for the ATI Mobility 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 Mobility FireGL V5600 to maintain boost clocks without throttling.
ATI Mobility FireGL V5600 by AMD Physical & Connectivity
Dimensions and outputs
Physical dimensions of the ATI Mobility 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 Mobility 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 Mobility FireGL V5600 Product Information
Release and pricing details
The ATI Mobility 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 Mobility FireGL V5600 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 V5600 Benchmark Scores
No benchmark data available for this GPU.
About ATI Mobility FireGL V5600
The ATI Mobility FireGL V5600 is a mobile workstation GPU from AMD, built on the TeraScale architecture with the M76 chip. Released in May 2007 on a 65 nm TSMC process, the part is now end-of-life, and the database lists it at the 50th percentile among all GPUs — a true mid-pack position. No benchmark runs are recorded, so the average benchmark score sits at 0; the analysis below interprets the specification sheet rather than measured frame rates. The part carries 390 million transistors on a 153 mm² die, with a transistor density of 2.5M / mm², and connects via PCIe 2.0 x16.
Benchmark Performance
The nearestRivals field for this GPU is empty, and the benchmarks array contains no entries. Consequently, no percentage deltas against competing parts can be computed from the database. The only comparative anchor is the percentileVsAllGpus value of 50, which places the V5600 exactly at the median of the tracked GPU population: half of all GPUs in the database are faster, and half are slower. That is a remarkably neutral position for a mobile workstation part from 2007, reflecting both the modest compute ceiling of the era and the fact that the database includes many weaker integrated parts.
The raw throughput numbers confirm the mid-pack placement. The shading array consists of 120 shading units, backed by 8 texture mapping units and 4 render output units. Peak FP32 compute is 120.0 GFLOPS, which is the absolute ceiling for single-precision arithmetic; real workloads will rarely hit that figure. Pixel throughput is rated at 2.000 GPixel/s, and texture throughput at 4.000 GTexel/s. The 4 ROPs are the most limiting resource — fill-rate-bound scenes will saturate them quickly, while the 8 TMUs provide a slightly higher ceiling for texture fetches. In a DirectX 10.0 workload, the GPU can sustain geometry and shading that matches its 50th-percentile standing, but it will not push past that level.
Because the average benchmark score is recorded as 0, there is no measured performance data to compare against the theoretical rates. The FP32, pixel, and texture figures are the only quantitative performance indicators available. Taken together, they describe a part that is balanced for 2007-era mobile workstation duties but not for high-refresh or high-resolution gaming. The 50th percentile ranking is consistent with a GPU that is neither a flagship nor a low-end part — it sits squarely in the middle of the database's distribution.
Memory Subsystem
The V5600 ships with 256 MB of GDDR3 memory on a 128-bit bus. The memory clock is 400 MHz, which translates to 800 Mbps effective, and the resulting bandwidth is 12.80 GB/s. These figures define the memory ceiling for the entire GPU.
For a 2007 mobile workstation, 256 MB was a reasonable if not generous amount; for high-resolution workloads it is severely restrictive. At high resolutions, frame buffers for geometry, textures, and render targets will exceed 256 MB quickly, forcing the driver to spill to system memory over the PCIe 2.0 x16 bus. That spillover is slow relative to the 12.80 GB/s local bandwidth available to the GPU itself. The 128-bit bus width means each memory transaction carries half the data of a 256-bit part, so efficiency is critical; the 12.80 GB/s figure is the hard limit for texture streaming and buffer updates.
The bandwidth-to-compute relationship matters. With 120.0 GFLOPS of FP32 and 12.80 GB/s of bandwidth, the GPU is compute-light; bandwidth-sensitive workloads will bind on the memory side. In practice, the 256 MB capacity will bind before the 12.80 GB/s bandwidth does, because modern assets exceed the capacity far earlier than they exceed the transfer rate. At lower resolutions — typical for the 2007 laptop generation — the 256 MB frame buffer and 12.80 GB/s bandwidth are adequate for DirectX 10.0 content with reduced texture detail.
Ray Tracing and Feature Set
The V5600 has no dedicated ray tracing cores and no tensor cores — both fields are null in the fact pack. This is a fixed-function TeraScale GPU from 2007, so there is no hardware acceleration for ray tracing, no deep-learning super-sampling, and no AI-assisted frame generation. Any ray-traced effects would run entirely on the 120 shading units in a software path, which is impractical given the 120.0 GFLOPS FP32 ceiling.
The API support is DirectX 10.0 (10_0) and OpenGL 3.3. Vulkan is not listed, meaning the part predates that API entirely. DirectX 10.0 introduced unified shaders and geometry shaders, which the 120 shading units can execute, but it lacks the later features of DirectX 11 and 12. OpenGL 3.3 is a mature version that covers a wide range of legacy workstation applications, which is relevant for the FireGL branding — this is a mobile workstation part, not a gaming card. The feature set is entirely fixed-function for its era; no programmable RT pipeline exists, and the tensor cores are absent, so the GPU cannot accelerate any machine-learning workloads. The 8 TMUs and 4 ROPs are the only texture and pixel processing resources, and they operate at the 4.000 GTexel/s and 2.000 GPixel/s rates respectively.
Who Should Consider It
The 50th-percentile ranking and the 256 MB GDDR3 frame buffer define the target user. This GPU is for someone running DirectX 10.0-era applications at lower resolutions and moderate settings. The 120.0 GFLOPS FP32 compute, 2.000 GPixel/s pixel rate, and 4.000 GTexel/s texture rate are all mid-pack figures, so the part will handle 2007-era workloads without embarrassment but will not run modern titles at high detail.
For workstation use, the OpenGL 3.3 support is the key feature. Legacy CAD and 3D modeling applications that target OpenGL 3.3 will run on the 120 shading units, and the 256 MB frame buffer is sufficient for the small viewport and wireframe workloads typical of that era. For gaming, the DirectX 10.0 (10_0) support covers the first generation of DirectX 10 games, but the 4 ROPs will cap fill-rate-heavy scenes. Users should stay at lower resolutions and reduce texture quality to stay within the 256 MB memory budget. The 12.80 GB/s bandwidth and 128-bit bus are adequate for that profile.
The absence of any benchmark entries and the empty nearestRivals list mean the 50th percentile is the only comparative signal. It indicates a balanced, middle-of-the-road part. Anyone considering this GPU today is likely maintaining legacy hardware, and the data supports that use case: it is a functional DirectX 10.0 and OpenGL 3.3 part with a modest memory footprint. It is not a candidate for high-resolution or high-refresh workloads; the 256 MB capacity and 12.80 GB/s bandwidth make that clear.
FAQ
Q: How much memory does the Mobility FireGL V5600 have, and what type is it?
A: It has 256 MB of GDDR3 memory on a 128-bit bus, with a memory clock of 400 MHz (800 Mbps effective) and 12.80 GB/s of bandwidth.
Q: What DirectX and OpenGL versions does it support?
A: DirectX 10.0 (10_0) and OpenGL 3.3. Vulkan is not listed.
Q: What is the manufacturing process and transistor count?
A: It is built on a 65 nm TSMC process with 390 million transistors on a 153 mm² die, giving a transistor density of 2.5M / mm².
Q: Is this GPU still in production?
A: No, the production status is end-of-life.
Q: What is the successor to the Mobility FireGL V5600?
A: The successor is the FirePro Mobility series.
Q: What is the bus interface?
A: PCIe 2.0 x16.
Power and Cooling
The fact pack lists no TDP, no suggested PSU, and no power connector requirements for the V5600. The slot width, power connectors, and suggested PSU fields are all null. The only power-relevant facts are the 65 nm TSMC process, the 390 million transistor count, the 153 mm² die size, and the 2.5M / mm² transistor density. These indicate a conservative power envelope for a mobile workstation GPU of the 2007 era.
Because no TDP is provided, the analysis cannot state a wattage figure. The PCIe 2.0 x16 bus interface is the documented connection, and it is the only power delivery path listed; no auxiliary connectors are mentioned in the fact pack. For cooling, the part is a mobile GPU, so it relies on the laptop's thermal solution. The 65 nm process is not power-frugal by modern standards, but the 390 million transistor count on a 153 mm² die is modest, so the thermal load should be manageable within a 2007-era mobile chassis. The absence of a suggested PSU rating reflects the fact that this is a notebook component, not a desktop card; system integrators would design the power delivery around the laptop's battery and adapter, not a replaceable PSU. The data offers no further guidance on cooling beyond the process and die characteristics.
The NVIDIA Equivalent of ATI Mobility FireGL V5600
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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