Advantages
- More Shading Units: 1024 (1024 vs 512)
- Higher Boost Clock: 2300-2500 MHz (2900 MHz vs 2300-2500 MHz)
- Newer Launch Date: January 2026 (July 2024 vs January 2026)
Basic
AMD
Label Name
Intel
July 2024
Launch Date
January 2026
Integrated
Platform
Integrated
-
Former Codename
Panther Lake
-
GPU Lithography
Intel 3
Radeon 890M
Model Name
Intel Graphics
Navi III IGP
Generation
Xe3 (Panther Lake)
400 MHz
Base Clock
300 MHz
2900 MHz
Boost Clock
2300-2500 MHz
PCIe 4.0 x8
Bus Interface
-
25.39 billion
Transistors
-
16
RT Cores
4
16
Compute Units
-
64
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
4 nm
Process Size
Intel 3
RDNA 3.0
Architecture
Xe3
-
Xe-cores
4
Memory Specifications
System Shared
Memory Size
System Shared
System Shared
Memory Type
DDR5 / LPDDR5X (System Shared)
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.
System Shared
System Shared
Memory Clock
System Dependent
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.
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
Portable Device Dependent
Outputs
eDP 1.5, DisplayPort 2.1 UHBR20, HDMI 2.1 FRL
Theoretical Performance
92.80 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
185.6 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.
73.6-80.0 GTexel/s
23.76 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.
-
742.4 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.
-
11.642
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.
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
1024
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
128 KB per Array
L1 Cache
-
2 MB
L2 Cache
4 MB
15W
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
2.1
OpenCL Version
3.0
4.6
OpenGL
4.6
-
CUDA
No
12 Ultimate (12_2)
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
6.7
Shader Model
-
Benchmarks
FP32 (float)
/ TFLOPS
Radeon 890M
11.642
+355%
Graphics 4 Xe-Cores (Panther Lake)
2.56
3DMark Steel Nomad
Radeon 890M
555
Graphics 4 Xe-Cores (Panther Lake)
585
+5%
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