Intel Arc A730M vs AMD Radeon 660M
GPU Comparison Result
Below are the results of a comparison of Intel Arc A730M and AMD Radeon 660M video cards based on key performance characteristics, as well as power consumption and much more.
Advantages
- Larger Memory Size: 12GB (12GB vs System Shared)
- Higher Bandwidth: 336.0 GB/s (336.0 GB/s vs System Dependent)
- More Shading Units: 3072 (3072 vs 384)
- Higher Boost Clock: 1900MHz (1100MHz vs 1900MHz)
Basic
Intel
Label Name
AMD
January 2022
Launch Date
January 2022
Mobile
Platform
Integrated
Arc A730M
Model Name
Radeon 660M
Alchemist
Generation
Rembrandt
300MHz
Base Clock
1500MHz
1100MHz
Boost Clock
1900MHz
PCIe 4.0 x16
Bus Interface
PCIe 4.0 x8
21,700 million
Transistors
13,100 million
24
RT Cores
6
-
Compute Units
6
192
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.
24
TSMC
Foundry
TSMC
6 nm
Process Size
6 nm
Generation 12.7
Architecture
RDNA 2.0
Memory Specifications
12GB
Memory Size
System Shared
GDDR6
Memory Type
System Shared
192bit
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
1750MHz
Memory Clock
SystemShared
336.0 GB/s
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
Theoretical Performance
105.6 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.
30.40 GPixel/s
211.2 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.
45.60 GTexel/s
13.52 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.
2.918 TFLOPS
-
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.
91.20 GFLOPS
6.893
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.
1.43
TFLOPS
Miscellaneous
3072
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.
384
-
L1 Cache
128 KB per Array
12MB
L2 Cache
2MB
80W
TDP
15W
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.
1.2
3.0
OpenCL Version
2.0
4.6
OpenGL
4.6
12 Ultimate (12_2)
DirectX
12 Ultimate (12_2)
-
Power Connectors
None
96
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
6.6
Shader Model
6.5
Benchmarks
FP32 (float)
/ TFLOPS
Arc A730M
6.893
+382%
Radeon 660M
1.43
3DMark Time Spy
Arc A730M
7462
+389%
Radeon 660M
1526
Blender
Arc A730M
1466
+1493%
Radeon 660M
92