Intel Arc 130V
vs
NVIDIA GeForce GTX 980

vs

GPU Comparison Result

Below are the results of a comparison of Intel Arc 130V and NVIDIA GeForce GTX 980 video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Newer Launch Date: September 2024 (September 2024 vs September 2014)
  • Higher Boost Clock: 1216MHz (1.85 GHz vs 1216MHz)
  • More Shading Units: 2048 (896 vs 2048)

Basic

Intel
Label Name
NVIDIA
September 2024
Launch Date
September 2014
Integrated
Platform
Desktop
Intel Arc 130V GPU
Model Name
GeForce GTX 980
Arc Graphics
Generation
GeForce 900
400 MHz
Base Clock
1127MHz
1.85 GHz
Boost Clock
1216MHz
-
Bus Interface
PCIe 3.0 x16
-
Transistors
5,200 million
7
RT Cores
-
7 Xe-cores
Compute Units
-
56
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.
128
TSMC
Foundry
TSMC
3 nm
Process Size
28 nm
Xe2-LPG
Architecture
Maxwell 2.0

Memory Specifications

-
Memory Size
4GB
System Shared
Memory Type
GDDR5
-
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.
256bit
-
Memory Clock
1753MHz
-
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.
224.4 GB/s

Display and Media

Yes
AV1 Encode/Decode
-
Yes
H.264 Hardware Encode/Decode
-
Yes
H.265 HEVC Hardware Encode/Decode
-
Decode Only
H.266 VVC Hardware Encode/Decode
-
Yes
Intel Quick Sync Video
-
7680 x 4320 @ 60Hz
Max Resolution DP
-
3840 x 2400 @ 120Hz
Max Resolution eDP
-
4096 x 2304 @ 60Hz (HDMI 2.1 TMDS), 7680 x 4320 @ 60Hz (HDMI 2.1 FRL)
Max Resolution HDMI
-
3
Number of Displays Supported
-
eDP 1.5, DisplayPort 2.1 UHBR20, HDMI 2.1 FRL
Outputs
1x DVI
1x HDMI 2.0
3x DisplayPort 1.4a

Theoretical Performance

51.8 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.
77.82 GPixel/s
103.6 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.
155.6 GTexel/s
-
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.
155.6 GFLOPS
3.3 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.
5.081 TFLOPS

AI Features

OpenVINO, WindowsML, DirectML, ONNX RT, WebGPU, WebNN
AI Software Frameworks Supported by GPU
-
53
GPU Peak TOPS (Int8)
-
Yes
Intel Deep Learning Boost on GPU
-

Miscellaneous

896
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.
2048
-
L1 Cache
48 KB (per SMM)
-
L2 Cache
2MB
-
TDP
165W
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
3.0
OpenCL Version
3.0
4.6
OpenGL
4.6
-
CUDA
5.2
DirectX 12.2
DirectX
12 (12_1)
-
Power Connectors
2x 6-pin
28
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.
64
-
Shader Model
6.4
-
Suggested PSU
450W

Benchmarks

Shadow of the Tomb Raider 2160p / fps
Arc 130V
11
GeForce GTX 980
18 +64%
Shadow of the Tomb Raider 1440p / fps
Arc 130V
23
GeForce GTX 980
34 +48%
Shadow of the Tomb Raider 1080p / fps
Arc 130V
33
GeForce GTX 980
63 +91%
FP32 (float) / TFLOPS
Arc 130V
3.3
GeForce GTX 980
5.081 +54%
3DMark Steel Nomad
Arc 130V
533 +6%
GeForce GTX 980
504
3DMark Time Spy
Arc 130V
3399
GeForce GTX 980
4250 +25%
Blender
Arc 130V
583.14 +70%
GeForce GTX 980
343.23
Vulkan
Arc 130V
28828
GeForce GTX 980
38993 +35%
OpenCL
Arc 130V
26113
GeForce GTX 980
29769 +14%