GPU Comparison Result
Below are the results of a comparison of
NVIDIA RTX PRO 1000 Blackwell Mobile
and
Intel Graphics 32EU (Arrow Lake)
video cards based on key performance characteristics, as well as power consumption and much more.
Advantages
- Higher Boost Clock: 2520 MHz (2520 MHz vs 1800 MHz)
- Larger Memory Size: 8GB (8GB vs System Shared)
- Higher Bandwidth: 448.0GB/s (448.0GB/s vs System Dependent)
- More Shading Units: 2560 (2560 vs 256)
- Newer Launch Date: March 2025 (March 2025 vs January 2025)
Basic
NVIDIA
Label Name
Intel
March 2025
Launch Date
January 2025
Mobile
Platform
Integrated
-
Former Codename
Arrow Lake-S
-
GPU Lithography
TSMC N5P
RTX PRO 1000 Blackwell Mobile
Model Name
Intel Graphics
Blackwell-MW
Generation
Xe-LPG (Arrow Lake-S)
2235 MHz
Base Clock
300 MHz
2520 MHz
Boost Clock
1800 MHz
PCIe 5.0 x16
Bus Interface
-
Unknown
Transistors
-
20
RT Cores
2
80
Tensor Cores
?
Tensor Cores are specialized processing units designed specifically for deep learning, providing higher training and inference performance compared to FP32 training. They enable rapid computations in areas such as computer vision, natural language processing, speech recognition, text-to-speech conversion, and personalized recommendations. The two most notable applications of Tensor Cores are DLSS (Deep Learning Super Sampling) and AI Denoiser for noise reduction.
-
80
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.
16
TSMC
Foundry
TSMC
5 nm
Process Size
5 nm
Blackwell 2.0
Architecture
Xe-LPG
Memory Specifications
8GB
Memory Size
System Shared
GDDR7
Memory Type
DDR5 (System Shared)
128bit
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
1750 MHz
Memory Clock
System Dependent
448.0GB/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
-
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
-
Max Resolution HDMI
4096 x 2304 @ 60Hz (HDMI 2.1 TMDS); 7680 x 4320 @ 60Hz (HDMI 2.1 FRL)
-
Max Video Decode Bandwidth
Up to 8K 60 FPS 10-bit HDR
-
Max Video Encode Bandwidth
Up to 8K 120 FPS 10-bit HDR
-
Number of Displays Supported
4
Portable Device Dependent
Outputs
eDP 1.4b, DisplayPort 2.1 UHBR20, HDMI 2.1 FRL
Theoretical Performance
80.64 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.
14.4 GPixel/s
201.6 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.
28.8 GTexel/s
12.90 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.
-
201.6 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.
-
12.642
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.
0.9216
TFLOPS
AI Features
-
AI Software Frameworks Supported by GPU
OpenVINO, WindowsML, DirectML, ONNX RT, WebGPU
-
GPU Peak TOPS (Int8)
4 TOPS
-
Intel Deep Learning Boost on GPU
Yes
Miscellaneous
20
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.
-
2560
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.
256
128 KB (per SM)
L1 Cache
-
32 MB
L2 Cache
-
35W
TDP
-
1.4
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
4.5
10.1
CUDA
No
12 Ultimate (12_2)
DirectX
DirectX 12 Ultimate (12_2)
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.
8
6.8
Shader Model
6.8
Benchmarks
FP32 (float)
/ TFLOPS
RTX PRO 1000 Blackwell Mobile
12.642
+1272%
Graphics 32EU (Arrow Lake)
0.9216
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