ATI Mobility Radeon HD 3450
AMD graphics card specifications and benchmark scores
At a Glance
AMDATI Mobility Radeon HD 3450 Specifications
ATI Mobility Radeon HD 3450 GPU Core
Shader units and compute resources
The ATI Mobility Radeon HD 3450 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 Radeon HD 3450 Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the ATI Mobility Radeon HD 3450'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 Radeon HD 3450 by AMD dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
AMD's ATI Mobility Radeon HD 3450 Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The ATI Mobility Radeon HD 3450'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 Radeon HD 3450 by AMD Cache
On-chip cache hierarchy
On-chip cache provides ultra-fast data access for the ATI Mobility Radeon HD 3450, 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 Radeon HD 3450 Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the ATI Mobility Radeon HD 3450 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 Radeon HD 3450 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 Radeon HD 3450 will perform in GPU benchmarks compared to previous generations.
AMD's ATI Mobility Radeon HD 3450 Power & Thermal
TDP and power requirements
Power specifications for the ATI Mobility Radeon HD 3450 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 Radeon HD 3450 to maintain boost clocks without throttling.
ATI Mobility Radeon HD 3450 by AMD Physical & Connectivity
Dimensions and outputs
Physical dimensions of the ATI Mobility Radeon HD 3450 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 Radeon HD 3450. 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 Radeon HD 3450 Product Information
Release and pricing details
The ATI Mobility Radeon HD 3450 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 Radeon HD 3450 by AMD represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.
ATI Mobility Radeon HD 3450 Benchmark Scores
No benchmark data available for this GPU.
About ATI Mobility Radeon HD 3450
The ATI Mobility Radeon HD 3450 is a mobile GPU from AMD's M8x generation, built on the TeraScale architecture. The M82 chip packs 181 million transistors into a 67 mm² die fabricated by TSMC on a 55 nm process, yielding a transistor density of 2.7M per square millimeter. It ships with 40 shading units, 4 texture mapping units, and 4 raster operation units, paired with 256 MB of DDR2 memory on a 64-bit bus. Released on January 6, 2008, the part is now end-of-life.
Benchmark Performance
Benchmark results indicate a zero aggregate score for this GPU, placing it at the 50th percentile among all GPUs in the database. The nearestRivals field is empty, so no direct percentage deltas against competing parts can be cited from the data. The zero score reflects the absence of recorded workload results; the percentile standing is therefore a structural placement rather than a measured performance rank. The 50th-percentile figure suggests a median position in the database's GPU population, but with no validated benchmarks attached, that rank is indicative of hardware attributes, not of tested performance.
The spec-derived throughput figures define the part's capability ceiling. FP32 compute is rated at 40.00 GFLOPS. Pixel fill rate is 2.000 GPixel/s, and texture fill rate is 2.000 GTexel/s. These are the maximum rates the hardware can sustain, and they are directly tied to the physical resources: 40 shading units for compute, 4 TMUs for texturing, and 4 ROPs for pixel output. The pixel and texture rates being identical (2.000 GPixel/s and 2.000 GTexel/s) indicates a balanced, single-clock design where each ROP and each TMU processes one unit per clock cycle at the given frequency. The 40.00 GFLOPS FP32 ceiling is the compute limit for any shader work, and it is a modest figure even for the 2008 mobile segment. Without rival scores, the data cannot quantify how far this part trails contemporaries, but the throughput numbers alone position it as an entry-level configuration within the M8x generation. The 50th percentile rank, combined with the zero benchmark score, means the database treats this GPU as a median-spec part with no measured validation.
How It Compares
The nearestRivals list is empty, so the comparison frame is limited to the generational sequence recorded in the data. The HD 3450 sits in the M8x generation, with the M7x listed as its predecessor and the M9x as its successor. No benchmark scores are recorded for either adjacent generation, so all comparisons are structural rather than quantitative.
M7x (predecessor): The M7x line precedes the M8x generation. The data records no scores for the M7x, so a performance delta cannot be computed. The predecessor relationship indicates that the HD 3450 supersedes the M7x family within the same architectural lineage, but the magnitude of any improvement is unquantified. The M82 chip, the 55 nm process, and the TeraScale architecture are the defining attributes of this part, and they represent the generation that followed M7x.
M9x (successor): The M9x line follows the M8x generation. As with the M7x, no benchmark scores are recorded for the M9x, leaving the performance gap unspecified. The successor relationship shows a generational handoff, but the data does not indicate whether the HD 3450's 40.00 GFLOPS FP32, 2.000 GPixel/s pixel rate, and 2.000 GTexel/s texture rate are higher or lower than what the M9x achieved. The comparison is chronological only: M7x → M8x (this part) → M9x.
Ray Tracing and Feature Set
The HD 3450 has no ray tracing cores and no tensor cores — both fields are null in the data. Hardware-accelerated ray tracing is therefore not supported by this GPU. The API feature set is limited to DirectX 10.1 and OpenGL 3.3; Vulkan support is absent. DirectX 10.1 is the highest Microsoft API level available, which places the part in the pre-DirectX 11 era. The TeraScale architecture does not include dedicated RT or tensor hardware, so any ray-traced workloads would have to rely on the 40 shading units and the 40.00 GFLOPS FP32 compute ceiling — a severe constraint for such operations. The absence of Vulkan support further limits modern API access. The feature set is consistent with a 2008 mobile GPU: no hardware ray tracing, no tensor acceleration, and a DirectX 10.1/OpenGL 3.3 API pair that predates subsequent graphics standards.
FAQ
Q: What architecture does the ATI Mobility Radeon HD 3450 use?
A: It uses the TeraScale architecture, implemented in the M82 chip, and belongs to the M8x generation (Mobility HD 3400).
Q: What is the manufacturing process and die size?
A: TSMC fabricates the chip on a 55 nm process. The die measures 67 mm² and contains 181 million transistors, for a density of 2.7M transistors per mm².
Q: How much memory does it have and what kind?
A: It has 256 MB of DDR2 memory on a 64-bit bus, with a bandwidth of 6.400 GB/s. The memory clock is 400 MHz with an 800 Mbps effective data rate.
Q: What API levels are supported?
A: DirectX 10.1 and OpenGL 3.3 are supported. Vulkan is not listed in the data.
Q: Does the GPU support ray tracing?
A: No. The ray tracing core and tensor core fields are null, indicating no dedicated hardware for those features.
Q: What form factor does it use?
A: It is an MXM Module with an MXM-II bus interface, and display outputs are portable-device dependent.
Q: When was it released and what is its status?
A: It was released on January 6, 2008, and its production status is end-of-life.
Memory Subsystem
The memory subsystem consists of 256 MB of DDR2 on a 64-bit bus. The memory clock runs at 400 MHz, with an 800 Mbps effective data rate, producing a bandwidth of 6.400 GB/s. This is a narrow and slow configuration, and it directly limits the GPU's ability to feed its 4 TMUs and 4 ROPs. At high resolutions, the 256 MB frame buffer is a hard constraint: textures, geometry, and render targets must all fit within that capacity, and the 6.400 GB/s bandwidth governs how quickly data can move between the frame buffer and the 40 shading units. The 64-bit bus width is the primary bottleneck — a wider bus would allow more data per clock, but the design is fixed at 64 bit. For the 40.00 GFLOPS compute rate, the memory bandwidth of 6.400 GB/s is the limiting factor in any scene with large textures or high display resolutions. The pixel fill rate of 2.000 GPixel/s and texture rate of 2.000 GTexel/s can only be sustained if the memory subsystem delivers data fast enough; with 6.400 GB/s, the GPU will likely run out of memory bandwidth before it exhausts shading throughput in demanding workloads. The combination of a 256 MB capacity, 64-bit bus, and DDR2 type makes this part unsuitable for high-resolution gaming or texture-heavy workloads, where both capacity and bandwidth would be quickly saturated.
The NVIDIA Equivalent of ATI Mobility Radeon HD 3450
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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