Intel Graphics 2 Xe-Cores (Wildcat Lake)
vs
NVIDIA GeForce GTX 1050 Ti

vs

GPU Comparison Result

Below are the results of a comparison of Intel Graphics 2 Xe-Cores (Wildcat Lake) and NVIDIA GeForce GTX 1050 Ti video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Higher Boost Clock: 2300-2600 MHz (2300-2600 MHz vs 1392MHz)
  • Newer Launch Date: April 2026 (April 2026 vs October 2016)
  • Larger Memory Size: 4GB (System Shared vs 4GB)
  • Higher Bandwidth: 112.1 GB/s (System Dependent vs 112.1 GB/s)
  • More Shading Units: 768 (256 vs 768)

Basic

Intel
Label Name
NVIDIA
April 2026
Launch Date
October 2016
Integrated
Platform
Desktop
Wildcat Lake
Former Codename
-
Intel 18A
GPU Lithography
-
Intel Graphics
Model Name
GeForce GTX 1050 Ti
Xe3 (Wildcat Lake)
Generation
GeForce 10
-
Base Clock
1291MHz
2300-2600 MHz
Boost Clock
1392MHz
-
Bus Interface
PCIe 3.0 x16
-
Transistors
3,300 million
2
RT Cores
-
-
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.
48
Intel
Foundry
Samsung
1.8 nm-class
Process Size
14 nm
Xe3
Architecture
Pascal
2
Xe-cores
-

Memory Specifications

System Shared
Memory Size
4GB
DDR5-6400 / LPDDR5X-7467 (System Shared)
Memory Type
GDDR5
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.
128bit
System Dependent
Memory Clock
1752MHz
System Dependent
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.
112.1 GB/s

Display and Media

Yes
AV1 Encode/Decode
-
DisplayPort 2.1 HBR3, DSC 1.2a, MST, Adaptive Sync
DisplayPort Extensions
-
Yes
H.264 Hardware Encode/Decode
-
Yes
H.265 HEVC Hardware Encode/Decode
-
No
H.266 VVC Hardware Encode/Decode
-
HDMI 2.0b (TMDS only)
HDMI Version
-
Yes
Intel Quick Sync Video
-
3840 x 2160 @ 60Hz
Max Resolution DP
-
3840 x 2160 @ 60Hz
Max Resolution eDP
-
Up to 4K @ 60 FPS
Max Video Decode Bandwidth
-
Up to 4K @ 60 FPS
Max Video Encode Bandwidth
-
3
Number of Displays Supported
-
eDP 1.5, DisplayPort 2.1 HBR3, HDMI 2.0b (TMDS only)
Outputs
1x DVI
1x HDMI 2.0
1x DisplayPort 1.4a
Yes (DisplayPort via USB Type-C)
USB Type-C DisplayPort Alternate Mode
-

Theoretical Performance

-
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.
44.54 GPixel/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.
66.82 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.
33.41 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.
66.82 GFLOPS
1.3312 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.
2.181 TFLOPS

AI Features

OpenVINO, WindowsML, DirectML, ONNX RT, WebGPU, WebNN
AI Software Frameworks Supported by GPU
-
18-21 TOPS
GPU Peak TOPS (Int8)
-
Yes
Intel Deep Learning Boost on GPU
-

Miscellaneous

6
Native PCIe Lanes
-
PCIe 4.0
PCI Express Version
-
-
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.
6
256
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.
768
-
L1 Cache
48 KB (per SM)
-
L2 Cache
1024KB
-
TDP
75W
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.
1.3
3.0
OpenCL Version
3.0
4.6
OpenGL
4.6
No
CUDA
6.1
12.2
DirectX
12 (12_1)
-
Power Connectors
None
-
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.
32
-
Shader Model
6.4
-
Suggested PSU
250W

Benchmarks

GTA 5 1080p / fps
Graphics 2 Xe-Cores (Wildcat Lake)
27.2
GeForce GTX 1050 Ti
172 +532%
FP32 (float) / TFLOPS
Graphics 2 Xe-Cores (Wildcat Lake)
1.3312
GeForce GTX 1050 Ti
2.181 +64%
3DMark Time Spy
Graphics 2 Xe-Cores (Wildcat Lake)
1401
GeForce GTX 1050 Ti
2290 +63%
Vulkan
Graphics 2 Xe-Cores (Wildcat Lake)
13821
GeForce GTX 1050 Ti
20143 +46%
OpenCL
Graphics 2 Xe-Cores (Wildcat Lake)
12805
GeForce GTX 1050 Ti
20836 +63%