Advantages
- Higher Boost Clock: 3000-3100 MHz (3000-3100 MHz vs 1695MHz)
- Newer Launch Date: February 2025 (February 2025 vs December 2020)
- Larger Memory Size: 2GB (Shared system memory vs 2GB)
- More Shading Units: 896 (512 vs 896)
Basic
Intel
Label Name
NVIDIA
February 2025
Launch Date
December 2020
Integrated
Platform
Mobile
Krackan Point / Gorgon Point
Former Codename
-
4 nm
GPU Lithography
-
AMD Radeon 860M Graphics
Model Name
T500 Mobile
Radeon 800M Series
Generation
Quadro Mobile
-
Base Clock
1365MHz
3000-3100 MHz
Boost Clock
1695MHz
Integrated
Bus Interface
PCIe 3.0 x16
-
Transistors
4,700 million
8
RT Cores
-
8
Compute Units
-
No
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.
-
32
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.
56
TSMC
Foundry
TSMC
4 nm
Process Size
12 nm
RDNA 3.5
Architecture
Turing
Memory Specifications
Shared system memory
Memory Size
2GB
System shared
Memory Type
GDDR6
Dual-channel system memory, platform dependent
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.
64bit
System memory dependent
Memory Clock
1250MHz
-
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.
80.00 GB/s
Display and Media
Yes
AMD FreeSync
-
Encode/Decode
AV1 Encode/Decode
-
Adaptive-Sync, HDR Metadata, UHBR10
DisplayPort Extensions
-
Encode/Decode
H.264 Hardware Encode/Decode
-
Encode/Decode
H.265 HEVC Hardware Encode/Decode
-
No hardware support
H.266 VVC Hardware Encode/Decode
-
2.3
HDCP Version
-
2.1
HDMI Version
-
No
Intel Quick Sync Video
-
7680x4320 @ 60Hz
Max Resolution DP
-
7680x4320 @ 60Hz
Max Resolution HDMI
-
1080p60 8bpc MPEG2, 1080p60 8bpc VC1, 1080p786 8/10bpc VP9, 2160p196 8/10bpc VP9, 4320p49 8/10bpc VP9, 1080p1200 8bpc H.264, 2160p300 8bpc H.264, 4320p75 8bpc H.264, 1080p786 8/10bpc H.265, 2160p196 8/10bpc H.265, 4320p49 8/10bpc H.265, 1080p960 8/10bpc AV1, 2160p240 8/10bpc AV1, 4320p60 8/10bpc AV1
Max Video Decode Bandwidth
-
1080p630 8bpc H.264, 1440p373 8bpc H.264, 2160p175 8bpc H.264, 1080p630 8bpc H.265, 1440p373 8bpc H.265, 2160p175 8bpc H.265, 4320p43 8bpc H.265, 1080p864 8/10bpc AV1, 1440p513 8/10bpc AV1, 2160p240 8/10bpc AV1, 4320p60 8/10bpc AV1
Max Video Encode Bandwidth
-
4
Number of Displays Supported
-
HDMI 2.1, DisplayPort 2.1, USB-C DisplayPort Alt Mode; device dependent
Outputs
No outputs
Yes
USB Type-C DisplayPort Alternate Mode
-
Miracast
Wireless Display
-
Theoretical Performance
48-49.6 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.
54.24 GPixel/s
96-99.2 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.
94.92 GTexel/s
6.14-6.35 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.
6.075 TFLOPS
192-198 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.
94.92 GFLOPS
3.07
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.
3.098
TFLOPS
AI Features
No
Intel Deep Learning Boost on GPU
-
Up to 50 TOPS
NPU TOPS
-
Up to 66 TOPS
Processor Overall TOPS
-
Miscellaneous
Available
AMD SmartAccess Memory
-
14 total / 14 usable
Native PCIe Lanes
-
PCIe 4.0
PCI Express Version
-
-
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.
14
512
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.
896
-
L1 Cache
64 KB (per SM)
-
L2 Cache
1024KB
Shared with processor; 15-54 W cTDP
TDP
18W
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
2.1
OpenCL Version
3.0
4.6
OpenGL
4.6
No
CUDA
7.5
12 Ultimate (12_2)
DirectX
12 (12_1)
None
Power Connectors
None
16
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.
32
6.7
Shader Model
6.6
Benchmarks
FP32 (float)
/ TFLOPS
Radeon 860M
3.07
T500 Mobile
3.098
+1%
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