Advantages
- More Shading Units: 1536 (1536 vs 384)
- Newer Launch Date: January 2026 (January 2026 vs February 2020)
- Higher Boost Clock: 1594MHz (2.5 GHz vs 1594MHz)
Basic
Intel
Label Name
NVIDIA
January 2026
Launch Date
February 2020
Integrated
Platform
Mobile
TSMC N3E
GPU Lithography
-
Intel Arc B390 GPU
Model Name
GeForce MX330
Arc B-Series
Generation
GeForce MX
300 MHz
Base Clock
1531MHz
2.5 GHz
Boost Clock
1594MHz
-
Bus Interface
PCIe 3.0 x4
-
Transistors
1,800 million
12
RT Cores
-
12 Xe-cores
Compute Units
-
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.
24
TSMC
Foundry
Samsung
3 nm
Process Size
14 nm
Xe3
Architecture
Pascal
Memory Specifications
-
Memory Size
2GB
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.
64bit
-
Memory Clock
1752MHz
-
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.
56.06 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
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.
25.50 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.
38.26 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.
19.13 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.
38.26 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.
1.2
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
-
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.
3
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.
384
768 KB
L1 Cache
48 KB (per SM)
16 MB
L2 Cache
512KB
-
TDP
10W
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
6.1
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.
16
-
Shader Model
6.4
Benchmarks
FP32 (float)
/ TFLOPS
Arc B390
7.7
+542%
GeForce MX330
1.2
3DMark Time Spy
Arc B390
7190
+579%
GeForce MX330
1059
Vulkan
Arc B390
60360
+603%
GeForce MX330
8587
OpenCL
Arc B390
54698
+485%
GeForce MX330
9356
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