GPU Comparison Result
Below are the results of a comparison of
NVIDIA GeForce MX450 30.5W 10Gbps
and
Intel Graphics 4 Xe-Cores (Panther Lake)
video cards based on key performance characteristics, as well as power consumption and much more.
Advantages
- Larger Memory Size: 2GB (2GB vs System Shared)
- Higher Bandwidth: 80.00 GB/s (80.00 GB/s vs System Dependent)
- More Shading Units: 896 (896 vs 512)
- Higher Boost Clock: 2300-2500 MHz (1575MHz vs 2300-2500 MHz)
- Newer Launch Date: January 2026 (August 2020 vs January 2026)
Basic
NVIDIA
Label Name
Intel
August 2020
Launch Date
January 2026
Mobile
Platform
Integrated
-
Former Codename
Panther Lake
-
GPU Lithography
Intel 3
GeForce MX450 30.5W 10Gbps
Model Name
Intel Graphics
GeForce MX
Generation
Xe3 (Panther Lake)
1395MHz
Base Clock
300 MHz
1575MHz
Boost Clock
2300-2500 MHz
PCIe 4.0 x4
Bus Interface
-
4,700 million
Transistors
-
-
RT Cores
4
56
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.
32
TSMC
Foundry
Intel
12 nm
Process Size
Intel 3
Turing
Architecture
Xe3
-
Xe-cores
4
Memory Specifications
2GB
Memory Size
System Shared
GDDR6
Memory Type
DDR5 / LPDDR5X (System Shared)
64bit
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.
System Shared
1250MHz
Memory Clock
System Dependent
80.00 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.
System Dependent
Display and Media
-
AV1 Encode/Decode
Yes
-
DisplayPort Extensions
DisplayPort 2.1 UHBR20
-
H.264 Hardware Encode/Decode
Yes
-
H.265 HEVC Hardware Encode/Decode
Yes
-
H.266 VVC Hardware Encode/Decode
Decode Only
-
HDMI Version
HDMI 2.1 FRL
-
Intel Quick Sync Video
Yes
-
Max Resolution DP
7680 x 4320 @ 60Hz
-
Max Resolution eDP
3840 x 2400 @ 120Hz
-
Number of Displays Supported
4
No outputs
Outputs
eDP 1.5, DisplayPort 2.1 UHBR20, HDMI 2.1 FRL
Theoretical Performance
50.40 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.
36.8-40.0 GPixel/s
88.20 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.
73.6-80.0 GTexel/s
5.645 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.
-
88.20 GFLOPS
FP64 (double)
?
An important metric for measuring GPU performance is floating-point computing capability. Double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy, while single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
-
2.766
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.
2.56
TFLOPS
AI Features
-
AI Software Frameworks Supported by GPU
OpenVINO, WindowsML, DirectML, ONNX RT, WebGPU, WebNN
-
GPU Peak TOPS (Int8)
37-40 TOPS
-
Intel Deep Learning Boost on GPU
Yes
Miscellaneous
14
SM Count
?
Multiple Streaming Processors (SPs), along with other resources, form a Streaming Multiprocessor (SM), which is also referred to as a GPU's major core. These additional resources include components such as warp schedulers, registers, and shared memory. The SM can be considered the heart of the GPU, similar to a CPU core, with registers and shared memory being scarce resources within the SM.
-
896
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.
512
64 KB (per SM)
L1 Cache
-
512KB
L2 Cache
4 MB
31W
TDP
-
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.
1.4
3.0
OpenCL Version
3.0
4.6
OpenGL
4.6
7.5
CUDA
No
12 (12_1)
DirectX
DirectX 12 Ultimate
None
Power Connectors
-
32
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.
16
6.6
Shader Model
-
Benchmarks
FP32 (float)
/ TFLOPS
GeForce MX450 30.5W 10Gbps
2.766
+8%
Graphics 4 Xe-Cores (Panther Lake)
2.56
3DMark Time Spy
GeForce MX450 30.5W 10Gbps
2082
Graphics 4 Xe-Cores (Panther Lake)
2824
+36%
Share in social media
Or Link To Us
<a href="https://cputronic.com/en/gpu/compare/nvidia-geforce-mx450-30-5w-10gbps-vs-intel-graphics-4-xe-cores-panther-lake" target="_blank">NVIDIA GeForce MX450 30.5W 10Gbps vs Intel Graphics 4 Xe-Cores (Panther Lake)</a>