Intel Arc B390
vs
AMD Radeon Vega 11

vs

GPU Comparison Result

Below are the results of a comparison of Intel Arc B390 and AMD Radeon Vega 11 video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • More Shading Units: 1536 (1536 vs 704)
  • Newer Launch Date: January 2026 (January 2026 vs September 2019)
  • Higher Boost Clock: 1400MHz (2.5 GHz vs 1400MHz)

Basic

Intel
Label Name
AMD
January 2026
Launch Date
September 2019
Integrated
Platform
Integrated
TSMC N3E
GPU Lithography
-
Intel Arc B390 GPU
Model Name
Radeon Vega 11
Arc B-Series
Generation
Picasso
300 MHz
Base Clock
300MHz
2.5 GHz
Boost Clock
1400MHz
-
Bus Interface
IGP
-
Transistors
4,940 million
12
RT Cores
-
12 Xe-cores
Compute Units
11
48
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.
44
TSMC
Foundry
GlobalFoundries
3 nm
Process Size
14 nm
Xe3
Architecture
GCN 5.0

Memory Specifications

-
Memory Size
System Shared
System Shared
Memory Type
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
-
Memory Clock
SystemShared
-
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
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
No outputs

Theoretical Performance

60 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.
11.20 GPixel/s
120 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.
61.60 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.
3.942 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.
123.2 GFLOPS
7.7 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.
2.01 TFLOPS

AI Features

OpenVINO, WindowsML, DirectML, ONNX RT, WebGPU, WebNN
AI Software Frameworks Supported by GPU
-
122
GPU Peak TOPS (Int8)
-
Yes
Intel Deep Learning Boost on GPU
-

Miscellaneous

1536
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.
704
768 KB
L1 Cache
-
16 MB
L2 Cache
-
-
TDP
15W
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.
1.2
3.0
OpenCL Version
2.1
4.6
OpenGL
4.6
DirectX 12 Ultimate
DirectX
12 (12_1)
-
Power Connectors
None
24
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.
8
-
Shader Model
6.4

Benchmarks

FP32 (float) / TFLOPS
Arc B390
7.7 +283%
Radeon Vega 11
2.01
Blender
Arc B390
1281.07 +1425%
Radeon Vega 11
84