ATI Mobility Radeon HD 4670 Mac Edition
AMD graphics card specifications and benchmark scores
At a Glance
AMDATI Mobility Radeon HD 4670 Mac Edition Specifications
ATI Mobility Radeon HD 4670 Mac Edition GPU Core
Shader units and compute resources
The ATI Mobility Radeon HD 4670 Mac Edition 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 4670 Mac Edition Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the ATI Mobility Radeon HD 4670 Mac Edition'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 4670 Mac Edition by AMD dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
AMD's ATI Mobility Radeon HD 4670 Mac Edition Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The ATI Mobility Radeon HD 4670 Mac Edition'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 4670 Mac Edition by AMD Cache
On-chip cache hierarchy
On-chip cache provides ultra-fast data access for the ATI Mobility Radeon HD 4670 Mac Edition, 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 4670 Mac Edition Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the ATI Mobility Radeon HD 4670 Mac Edition 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 4670 Mac Edition 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 4670 Mac Edition will perform in GPU benchmarks compared to previous generations.
AMD's ATI Mobility Radeon HD 4670 Mac Edition Power & Thermal
TDP and power requirements
Power specifications for the ATI Mobility Radeon HD 4670 Mac Edition 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 4670 Mac Edition to maintain boost clocks without throttling.
ATI Mobility Radeon HD 4670 Mac Edition by AMD Physical & Connectivity
Dimensions and outputs
Physical dimensions of the ATI Mobility Radeon HD 4670 Mac Edition 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 4670 Mac Edition. 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 4670 Mac Edition Product Information
Release and pricing details
The ATI Mobility Radeon HD 4670 Mac Edition 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 4670 Mac Edition 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 4670 Mac Edition Benchmark Scores
No benchmark data available for this GPU.
About ATI Mobility Radeon HD 4670 Mac Edition
The ATI Mobility Radeon HD 4670 Mac Edition is a 55 nm TeraScale-based mobile GPU built by AMD, featuring the M96 chip with 514 million transistors on a 146 mm² die. It is positioned as an end-of-life product, released in September 2009, and its benchmark percentile places it at the 50th mark among all GPUs, indicating a strictly mid-pack standing. The data shows a card designed for a specific era, with its capabilities anchored in the DirectX 10.1 generation and a modest memory configuration that defines its performance envelope.
Memory Subsystem
The card is equipped with 256 MB of GDDR3 memory on a 128-bit bus, running at 790 MHz, which yields an effective data rate of 1580 Mbps and a total bandwidth of 25.28 GB/s. This is a small memory pool by any modern standard, and it directly impacts how the card handles high-resolution workloads. At lower resolutions, such as 720p or 1080p in less demanding titles, the 256 MB frame buffer can suffice for older games, but as texture sizes and geometry complexity grow, the capacity becomes a hard ceiling—causing stutter or forced texture quality reductions. The 128-bit bus width is a limiting factor for memory throughput; combined with the 25.28 GB/s bandwidth, the card cannot feed the shading units fast enough for high-detail settings beyond 1080p. In practice, this means the Memory Subsystem is the primary bottleneck for any resolution above 1600x900, where the pixel fill rate (5.440 GPixel/s) and texture rate (21.76 GTexel/s) outpace what the memory can supply. For a 2009 mobile part, this configuration was typical, but the data indicates that users should treat this as a 720p-class card with occasional 1080p capability only in very light, older titles.
Ray Tracing and Feature Set
The Mobility Radeon HD 4670 Mac Edition belongs to the TeraScale architecture, which predates dedicated ray tracing hardware. There are no RT cores and no tensor cores present in the specification, meaning hardware-accelerated ray tracing is entirely absent. The feature set is instead defined by its API support: DirectX 10.1 (10_1) and OpenGL 3.3. DirectX 10.1 adds some incremental improvements over 10.0, such as better shader model 4.1 support and advanced MSAA, but it lacks the tessellation and compute shader features introduced later in DirectX 11. OpenGL 3.3 provides a functional baseline for Linux and macOS environments, but modern titles requiring Vulkan will not run, as the card has no Vulkan support listed. The 320 shading units, 32 texture mapping units, and 8 ROPs are all fixed-function hardware for the TeraScale pipeline, which relies on traditional rasterization. With FP32 performance rated at 435.2 GFLOPS, the card can handle basic post-processing effects, but any modern feature set—ray tracing, variable rate shading, or mesh shaders—is unsupported. Practical advice: this is a legacy part for legacy games; do not expect any contemporary graphics features to function.
Benchmark Performance
The benchmark data for this card is sparse; the average benchmark score is listed as 0, and the nearestRivals array is empty, which complicates direct numerical comparison. However, the percentileVsAllGpus of 50 provides a useful anchor: this card sits exactly at the median of all GPUs ever benchmarked in the database, meaning half of all GPUs are faster and half are slower. This is a surprising placement for a 2009 mobile chip, but it reflects the database's inclusion of many older and integrated parts. Given the lack of rival scores, we must interpret performance through the raw specifications. The FP32 throughput of 435.2 GFLOPS, pixel rate of 5.440 GPixel/s, and texture rate of 21.76 GTexel/s are the only quantitative performance indicators available. These numbers suggest a card that can handle 2008-2010 era games at medium settings in 720p, but the 256 MB memory will cause frequent hitches in any title with large textures. Without rival deltas to cite, the data implies that the card's performance is strictly limited by its memory subsystem rather than its compute throughput—the shading units can process more data than the memory can deliver, a classic imbalance. For a builder today, the benchmark percentile indicates this is not a competitive part, but rather a curiosity for retro builds or diagnostics.
Who Should Consider It
Given the 50th percentile standing and the 256 MB memory limit, this card is only suitable for a narrow audience. Users running legacy operating systems (like early macOS versions or Windows XP) with games from 2008-2010 at 1024x768 or 1366x768 resolutions will find it adequate for medium settings. The 435.2 GFLOPS compute power is sufficient for older pixel shader effects, and the 25.28 GB/s bandwidth handles those lighter workloads without major stalls. Do not consider this card for any modern game, even at minimum settings—the 256 MB frame buffer will cause immediate texture thrashing, and the lack of Vulkan support excludes it from current titles. It could serve as a display adapter for office work or retro emulation, but for gaming, it is strictly a low-resolution, low-detail part. The 35 W TDP and MXM module form factor make it a candidate for repairing or upgrading specific laptops from that era, but only if the system's BIOS supports it. In short, this is a collector's item or a stopgap, not a daily driver.
How It Compares
Since the nearestRivals array is empty, there are no direct competitor comparisons to draw from the data. The only positional metric is the percentileVsAllGpus of 50, which places it in the middle of the entire GPU spectrum. This is an unusual position for a 2009 mobile chip, suggesting the database contains a significant number of less capable integrated or older discrete GPUs. Without rival names or deltaPct values, we cannot say "X% faster than Y" or "30% behind Z." Instead, the comparison must be framed against the card's own generation: as a successor to the M8x series, it offers a newer architecture, but the data does not provide performance deltas. The successor is listed as "Manhattan," but no score exists for that either. In practical terms, the 50th percentile implies that any mid-range GPU from the last decade will outperform it, and even entry-level integrated graphics from the last five years may match or exceed it in memory capacity alone. The card's value is historical, not competitive.
FAQ
Q: Can this GPU run modern games?
A: No. The card lacks Vulkan support, has only DirectX 10.1 and OpenGL 3.3, and features 256 MB of memory, making modern titles incompatible or unplayable.
Q: What is the maximum resolution for gaming?
A: Based on the 25.28 GB/s bandwidth and 5.440 GPixel/s pixel rate, 1366x768 is the practical ceiling, with 1920x1080 limited to very old or undemanding titles.
Q: How much memory bandwidth does it have?
A: The card provides 25.28 GB/s, derived from a 128-bit bus and 790 MHz GDDR3 memory (1580 Mbps effective).
Q: Does it support hardware ray tracing?
A: No. The TeraScale architecture has no RT cores or tensor cores; ray tracing is not a feature.
Q: What is the transistor count and die size?
A: It uses 514 million transistors on a 146 mm² die, manufactured on a 55 nm process by TSMC.
Q: Is this card still in production?
A: No. The production status is end-of-life, with a release date of September 15, 2009.
The NVIDIA Equivalent of ATI Mobility Radeon HD 4670 Mac Edition
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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