Intel Arc A730M vs Intel Arc A770M

GPU Comparison Result

Below are the results of a comparison of Intel Arc A730M and Intel Arc A770M video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Higher Boost Clock: 1650MHz (1100MHz vs 1650MHz)
  • Larger Memory Size: 16GB (12GB vs 16GB)
  • Higher Bandwidth: 512.0 GB/s (336.0 GB/s vs 512.0 GB/s)
  • More Shading Units: 4096 (3072 vs 4096)

Basic

Intel
Label Name
Intel
January 2022
Launch Date
January 2022
Mobile
Platform
Mobile
Arc A730M
Model Name
Arc A770M
Alchemist
Generation
Alchemist
300MHz
Base Clock
300MHz
1100MHz
Boost Clock
1650MHz
PCIe 4.0 x16
Bus Interface
PCIe 4.0 x16
21,700 million
Transistors
21,700 million
24
RT Cores
32
192
TMUs
?
Texture Mapping Units (TMUs) serve as components of the GPU, which are capable of rotating, scaling, and distorting binary images, and then placing them as textures onto any plane of a given 3D model. This process is called texture mapping.
256
TSMC
Foundry
TSMC
6 nm
Process Size
6 nm
Generation 12.7
Architecture
Generation 12.7

Memory Specifications

12GB
Memory Size
16GB
GDDR6
Memory Type
GDDR6
192bit
Memory Bus
?
The memory bus width refers to the number of bits of data that the video memory can transfer within a single clock cycle. The larger the bus width, the greater the amount of data that can be transmitted instantaneously, making it one of the crucial parameters of video memory. The memory bandwidth is calculated as: Memory Bandwidth = Memory Frequency x Memory Bus Width / 8. Therefore, when the memory frequencies are similar, the memory bus width will determine the size of the memory bandwidth.
256bit
1750MHz
Memory Clock
2000MHz
336.0 GB/s
Bandwidth
?
Memory bandwidth refers to the data transfer rate between the graphics chip and the video memory. It is measured in bytes per second, and the formula to calculate it is: memory bandwidth = working frequency × memory bus width / 8 bits.
512.0 GB/s

Theoretical Performance

105.6 GPixel/s
Pixel Rate
?
Pixel fill rate refers to the number of pixels a graphics processing unit (GPU) can render per second, measured in MPixels/s (million pixels per second) or GPixels/s (billion pixels per second). It is the most commonly used metric to evaluate the pixel processing performance of a graphics card.
211.2 GPixel/s
211.2 GTexel/s
Texture Rate
?
Texture fill rate refers to the number of texture map elements (texels) that a GPU can map to pixels in a single second.
422.4 GTexel/s
13.52 TFLOPS
FP16 (half)
?
An important metric for measuring GPU performance is floating-point computing capability. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable. Single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks, while double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy.
27.03 TFLOPS
6.893 TFLOPS
FP32 (float)
?
An important metric for measuring GPU performance is floating-point computing capability. Single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks, while double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
13.25 TFLOPS

Miscellaneous

3072
Shading Units
?
The most fundamental processing unit is the Streaming Processor (SP), where specific instructions and tasks are executed. GPUs perform parallel computing, which means multiple SPs work simultaneously to process tasks.
4096
12MB
L2 Cache
16MB
80W
TDP
120W
1.3
Vulkan Version
?
Vulkan is a cross-platform graphics and compute API by Khronos Group, offering high performance and low CPU overhead. It lets developers control the GPU directly, reduces rendering overhead, and supports multi-threading and multi-core processors.
1.3
3.0
OpenCL Version
3.0
4.6
OpenGL
4.6
12 Ultimate (12_2)
DirectX
12 Ultimate (12_2)
96
ROPs
?
The Raster Operations Pipeline (ROPs) is primarily responsible for handling lighting and reflection calculations in games, as well as managing effects like anti-aliasing (AA), high resolution, smoke, and fire. The more demanding the anti-aliasing and lighting effects in a game, the higher the performance requirements for the ROPs; otherwise, it may result in a sharp drop in frame rate.
128
6.6
Shader Model
6.6

Benchmarks

FP32 (float) / TFLOPS
Arc A730M
6.893
Arc A770M
13.25 +92%
3DMark Time Spy
Arc A730M
7462
Arc A770M
10469 +40%
Blender
Arc A730M
1466 +3%
Arc A770M
1428