AMD顯示核心列表
遊戲機繪圖處理器

1 向量著色器 : 像素著色器 : 紋理映射單元 : Render 輸出單元
2 GPGPU (向量著色器/幾何著色器/像素著色器) : 紋理映射單元 : Render 輸出單元
3 10.4 GB/s 材質頻寬。7.6 GB/s 頁面緩衝頻寬。
| 型號 | 發表時間 | 核心代號 | 製程 (nm) | 傳輸介面 | Core clock (MHz) | 核心配置1 | Fillrate> MOperations/s | Fillrate> MPixels/s | Fillrate> MTextels/s | Fillrate> Vertices/s | 記憶體容量 (MB) | Memory clock (MHz) | 記憶體> 記憶體頻寬 (GB/s) | 記憶體> 記憶體類型 | 記憶體> Bus width (bit) | API compliance (version)> DirectX | API compliance (version)> OpenGL | API compliance (version)> 其他 | Processing Power GFLOPs | 備註 |
| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| Flipper (GameCube) | September 14, 2001 |  | 180 | Integrated | 162 | 4:1:4:41 | 648 | 648 | 648 | 60.75 | 24 shared 16 shared 3 eDRAM | 324 81 162 | 2.7 0.08 10.4/7.63 | 1T-SRAM SDRAM eDRAM | 64 8 | 否 | 未知 | 未知 | 8 | Fixed-function T&L, TEV "pixel shader" |
| Xenos (Xbox 360) | November 22, 2005 | Xenon Zephyr Opus Falcon Jasper Vejle Corona | 90/90 90/90 90/80 80/80 65/80 45/65 45/45 | Integrated | 500 | 48:16:82 | 240,000 | 4000 | 8000 | 6000 | 512 (shared) 10 eDRAM | 700 500 | 22.4 32 (GPU to daughter die) 256 (Daughter die ROP to eDRAM) | GDDR3 eDRAM | 128 | 9.0c+ | 否 | 未知 | 240 | Surface tessellation |
| Hollywood (Wii) | November 19, 2006 |  | 90 | Integrated | 243 | 4:1:4:41 | 972 | 972 | 972 | 91.125 | 24 shared 64 shared 3 eDRAM | 486 Unknown 243 | 4 4 15.6/11.4 | 1T-SRAM GDDR3 eDRAM | 64 Unknown Unknown | 否 | 未知 | 未知 | 11 | Fixed-function T&L, TEV "pixel shader" |
| Latte (Wii U) | November 18, 2012 |  | 45 | Integrated | 550 | 320:16:82 | 352,000 | 4400 | 8800 | Unknown | 2048 (shared) 32 eDRAM | 800 (1600 effective) 550 | 12.8 70.4 | DDR3 eDRAM | 64 1024 | 否 | 未知 | 未知 | 352 |  |
| Liverpool (PlayStation 4) | November 15, 2013 | Liverpool | 28 | Integrated | 800 | 1152:72:32 | 1,843,200 | 25,600 | 57,600 | Unknown | 8192 (shared) | 1375 (5500 effective) | 176 | GDDR5 | 256 | 否 | 4.2 | GNM, GNMX, PlayStation Shader Language, Mantle technically possible | 1843.2 |  |
| Durango (Xbox One) | November 22, 2013 | Durango | 28 | Integrated | 853 | 768:48:16 | 1,310,208 | 13,648 | 40,944 | Unknown | 8192 (shared) 32 eSRAM | 1066 (2133 effective) 1706 (3412 effective) | 68.2 204 | DDR3 eSRAM | 256 | 11.2  | 否 | Mantle technically possible | 1310.2 | Tiled resources |
| Model | Launch | Code name | Fab (nm) | Bus interface | Core clock (MHz) | Core config1 | MOperations/s | MPixels/s | MTextels/s | Vertices/s | Memory (MB) | Memory clock (MHz) | Bandwidth (GB/s) | RAM type | Bus width (bit) | DirectX | OpenGL | Other | Processing Power GFLOPs | Notes |
| Model | Launch | Code name | Fab (nm) | Bus interface | Core clock (MHz) | Core config1 | Fillrate | Fillrate | Fillrate | Fillrate | Memory (MB) | Memory clock (MHz) | Memory | Memory | Memory | API compliance (version) | API compliance (version) | API compliance (version) | Processing Power GFLOPs | Notes |
1 Pixel shaders : Vertex shaders : Texture mapping units : Render output units

2 Unified shaders : Texture mapping units : Render output units

3 10.4 GB/s texture bandwidth. 7.6 GB/s framebuffer bandwidth.
The latte looks rather similar to the RV730 used in the Radeon HD4650/4670. Although It's an even closer possibly exact specification match to the HD5550 as it has exactly the same clock, number of Shaders, Texture mapping units & Render Outputs