Intel Xe DG1 SDV
About GPU
The Intel Xe DG1 SDV GPU is a promising entry into the desktop GPU market. With its base clock of 900MHz and boost clock of 1500MHz, it offers respectable performance for a variety of applications. The 8GB of LPDDR4X memory and memory clock of 2133MHz provide ample memory bandwidth for smooth gaming and content creation experiences.
One of the standout features of the Xe DG1 SDV is its 768 shading units, which enable impressive visual fidelity and rendering capabilities. Additionally, the 1024KB of L2 cache helps to improve overall performance and responsiveness in demanding tasks.
With a TDP of 75W, the Xe DG1 SDV strikes a good balance between power efficiency and performance, making it a suitable option for a wide range of desktop systems. The theoretical performance of 2.304 TFLOPS further showcases the GPU's capability to handle demanding workloads effectively.
In terms of real-world performance, the Xe DG1 SDV delivers smooth gameplay at 1080p resolution and is capable of handling moderate to high settings in most modern games. It also performs well in content creation tasks such as video editing and 3D rendering, making it a versatile option for users with varied usage scenarios.
Overall, the Intel Xe DG1 SDV GPU offers a compelling option for budget-conscious gamers and content creators looking for a capable desktop GPU. Its solid performance, efficient power consumption, and competitive pricing make it a strong contender in the entry-level to mid-range GPU market.
Basic
Label Name
Intel
Platform
Desktop
Model Name
Xe DG1 SDV
Generation
Xe Graphics
Base Clock
900MHz
Boost Clock
1500MHz
Bus Interface
PCIe 4.0 x8
Transistors
Unknown
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.
48
Foundry
Intel
Process Size
10 nm
Architecture
Generation 12.1
Memory Specifications
Memory Size
8GB
Memory Type
LPDDR4X
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.
128bit
Memory Clock
2133MHz
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.
68.26 GB/s
Theoretical Performance
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.
36.00 GPixel/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.
72.00 GTexel/s
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.
4.608 TFLOPS
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.
576.0 GFLOPS
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.
2.35
TFLOPS
Miscellaneous
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.
768
L2 Cache
1024KB
TDP
75W
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
OpenCL Version
3.0
OpenGL
4.6
DirectX
12 (12_1)
Power Connectors
None
Shader Model
6.4
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.
24
Suggested PSU
250W
Benchmarks
FP32 (float)
Score
2.35
TFLOPS
Compared to Other GPU
FP32 (float)
/ TFLOPS