Advantages
- Newer Launch Date: January 2026 (January 2026 vs September 2022)
- Higher Boost Clock: 2520MHz (2.4 GHz vs 2520MHz)
- More Shading Units: 16384 (1280 vs 16384)
Basic
Intel
Label Name
NVIDIA
January 2026
Launch Date
September 2022
Integrated
Platform
Desktop
TSMC N3E
GPU Lithography
-
Intel Arc B370 GPU
Model Name
GeForce RTX 4090
Arc B-Series
Generation
GeForce 40
-
Base Clock
2235MHz
2.4 GHz
Boost Clock
2520MHz
-
Bus Interface
PCIe 4.0 x16
-
Transistors
76,300 million
10
RT Cores
128
10 Xe-cores
Compute Units
-
-
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.
512
40
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.
512
TSMC
Foundry
TSMC
3 nm
Process Size
4 nm
Xe3-LPG
Architecture
Ada Lovelace
Memory Specifications
-
Memory Size
24GB
System Shared
Memory Type
GDDR6X
-
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.
384bit
-
Memory Clock
1313MHz
-
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.
1008 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
-
4
Number of Displays Supported
-
eDP 1.5, DisplayPort 2.1 UHBR20, HDMI 2.1 FRL
Outputs
1x HDMI 2.1
3x DisplayPort 1.4a
3x DisplayPort 1.4a
Theoretical Performance
48 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.
443.5 GPixel/s
96 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.
1290 GTexel/s
-
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.
82.58 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.
1290 GFLOPS
6.1
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.
80.928
TFLOPS
AI Features
OpenVINO, WindowsML, DirectML, ONNX RT, WebGPU, WebNN
AI Software Frameworks Supported by GPU
-
98
GPU Peak TOPS (Int8)
-
Yes
Intel Deep Learning Boost on GPU
-
Miscellaneous
-
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.
128
1280
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.
16384
640 KB
L1 Cache
128 KB (per SM)
16 MB
L2 Cache
72MB
-
TDP
450W
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
8.9
DirectX 12 Ultimate
DirectX
12 Ultimate (12_2)
-
Power Connectors
1x 16-pin
20
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.
176
-
Shader Model
6.6
-
Suggested PSU
850W
Benchmarks
Shadow of the Tomb Raider 2160p
/ fps
Arc B370
21
GeForce RTX 4090
193
+819%
Shadow of the Tomb Raider 1440p
/ fps
Arc B370
35
GeForce RTX 4090
292
+734%
Shadow of the Tomb Raider 1080p
/ fps
Arc B370
51
GeForce RTX 4090
304
+496%
Cyberpunk 2077 2160p
/ fps
Arc B370
9
GeForce RTX 4090
90
+900%
Cyberpunk 2077 1440p
/ fps
Arc B370
22.8
GeForce RTX 4090
185
+711%
Cyberpunk 2077 1080p
/ fps
Arc B370
43.5
GeForce RTX 4090
203
+367%
FP32 (float)
/ TFLOPS
Arc B370
6.1
GeForce RTX 4090
80.928
+1227%
3DMark Steel Nomad
Arc B370
1376
GeForce RTX 4090
9237
+571%
3DMark Time Spy
Arc B370
5933
GeForce RTX 4090
36233
+511%
Vulkan
Arc B370
51478
GeForce RTX 4090
254749
+395%
OpenCL
Arc B370
47463
GeForce RTX 4090
321810
+578%
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