AMD Radeon 680M
vs
Intel Iris Xe MAX Graphics

vs

GPU Comparison Result

Below are the results of a comparison of AMD Radeon 680M and Intel Iris Xe MAX Graphics video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Higher Boost Clock: 2200MHz (2200MHz vs 1650MHz)
  • Newer Launch Date: January 2022 (January 2022 vs October 2020)
  • Larger Memory Size: 4GB (System Shared vs 4GB)
  • Higher Bandwidth: 68.26 GB/s (System Dependent vs 68.26 GB/s)

Basic

AMD
Label Name
Intel
January 2022
Launch Date
October 2020
Integrated
Platform
Mobile
Radeon 680M
Model Name
Iris Xe MAX Graphics
Rembrandt
Generation
HD Graphics-M
2000MHz
Base Clock
300MHz
2200MHz
Boost Clock
1650MHz
PCIe 4.0 x8
Bus Interface
PCIe 4.0 x8
13,100 million
Transistors
Unknown
12
RT Cores
-
12
Compute Units
-
48
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
TSMC
Foundry
Intel
6 nm
Process Size
10 nm
RDNA 2.0
Architecture
Generation 12.1

Memory Specifications

System Shared
Memory Size
4GB
System Shared
Memory Type
LPDDR4X
System Shared
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
SystemShared
Memory Clock
2133MHz
System Dependent
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

Display and Media

Portable Device Dependent
Outputs
No outputs

Theoretical Performance

70.40 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.
39.60 GPixel/s
105.6 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.
79.20 GTexel/s
6.758 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.
5.069 TFLOPS
211.2 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.
633.6 GFLOPS
3.379 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.
2.585 TFLOPS

Miscellaneous

768
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
128 KB per Array
L1 Cache
-
2MB
L2 Cache
1024KB
System Dependent
TDP
25W
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
2.0
OpenCL Version
3.0
4.6
OpenGL
4.6
12 Ultimate (12_2)
DirectX
12 (12_1)
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.
24
6.7
Shader Model
6.4

Benchmarks

FP32 (float) / TFLOPS
Radeon 680M
3.379 +31%
Iris Xe MAX Graphics
2.585