AMD Radeon Vega 3
vs
Intel Iris Xe Graphics 80EU Mobile

vs

GPU Comparison Result

Below are the results of a comparison of AMD Radeon Vega 3 and Intel Iris Xe Graphics 80EU Mobile video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Higher Bandwidth: Up to 38.4 GB/s with dual-channel DDR4-2400 (Up to 38.4 GB/s with dual-channel DDR4-2400 vs System Dependent)
  • Higher Boost Clock: 1450MHz (Up to 1200 MHz vs 1450MHz)
  • More Shading Units: 640 (192 vs 640)
  • Newer Launch Date: January 2023 (January 2018 vs January 2023)

Basic

Intel
Label Name
Intel
January 2018
Launch Date
January 2023
Integrated
Platform
Integrated
Raven Ridge / Picasso
Former Codename
-
14 nm / 12 nm, APU-dependent
GPU Lithography
-
AMD Radeon Vega 3
Model Name
Iris Xe Graphics 80EU Mobile
Radeon Vega Mobile
Generation
HD Graphics-M
600 MHz
Base Clock
300MHz
Up to 1200 MHz
Boost Clock
1450MHz
Integrated
Bus Interface
Ring Bus
-
Transistors
Unknown
No
RT Cores
-
3
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.
-
12
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.
40
GlobalFoundries
Foundry
Intel
14 nm / 12 nm, APU-dependent
Process Size
10 nm
Vega
Architecture
Generation 12.2

Memory Specifications

Shared system memory
Memory Size
System Shared
DDR4 shared system memory
Memory Type
System Shared
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.
System Shared
Up to DDR4-2400, platform dependent
Memory Clock
SystemShared
Up to 38.4 GB/s with dual-channel DDR4-2400
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

Yes
AMD FreeSync
-
No hardware support
AV1 Encode/Decode
-
Encode/Decode
H.264 Hardware Encode/Decode
-
Encode/Decode
H.265 HEVC Hardware Encode/Decode
-
No hardware support
H.266 VVC Hardware Encode/Decode
-
No
Intel Quick Sync Video
-
Up to 3, platform dependent
Number of Displays Supported
-
HDMI, DisplayPort; device dependent
Outputs
Portable Device Dependent

Theoretical Performance

4.8 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.
29.00 GPixel/s
14.4 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.
58.00 GTexel/s
0.92 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.
3.712 TFLOPS
28.8 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.
-
0.46 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.
1.893 TFLOPS

AI Features

No
Intel Deep Learning Boost on GPU
-

Miscellaneous

PCIe 3.0
PCI Express Version
-
192
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.
640
Shared with processor; typically 15 W APU TDP, 12-25 W configurable
TDP
15W
1.2
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
1.2
OpenCL Version
3.0
4.6
OpenGL
4.6
No
CUDA
-
12 (12_1)
DirectX
12 (12_1)
None
Power Connectors
-
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.
20
-
Shader Model
6.6

Benchmarks

FP32 (float) / TFLOPS
Radeon Vega 3
0.46
Iris Xe Graphics 80EU Mobile
1.893 +312%