Advantages
- Higher Boost Clock: 2300-2500 MHz (2300-2500 MHz vs 2.2 GHz)
- Newer Launch Date: January 2026 (January 2026 vs January 2025)
- More Shading Units: 896 (512 vs 896)
Basic
Intel
Label Name
Intel
January 2026
Launch Date
January 2025
Integrated
Platform
Integrated
Panther Lake
Former Codename
-
Intel 3
GPU Lithography
TSMC N5P
Intel Graphics
Model Name
Intel Arc 130T GPU
Xe3 (Panther Lake)
Generation
Arc Graphics
300 MHz
Base Clock
300 MHz
2300-2500 MHz
Boost Clock
2.2 GHz
4
RT Cores
7
-
Compute Units
7 Xe-cores
32
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.
56
Intel
Foundry
TSMC
Intel 3
Process Size
5 nm
Xe3
Architecture
Xe+
4
Xe-cores
-
Memory Specifications
System Shared
Memory Size
-
DDR5 / LPDDR5X (System Shared)
Memory Type
System Shared
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 Dependent
Memory Clock
-
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.
-
Display and Media
Yes
AV1 Encode/Decode
Yes
DisplayPort 2.1 UHBR20
DisplayPort Extensions
-
Yes
H.264 Hardware Encode/Decode
Yes
Yes
H.265 HEVC Hardware Encode/Decode
Yes
Decode Only
H.266 VVC Hardware Encode/Decode
-
HDMI 2.1 FRL
HDMI Version
-
Yes
Intel Quick Sync Video
Yes
7680 x 4320 @ 60Hz
Max Resolution DP
7680 x 4320 @ 60Hz
3840 x 2400 @ 120Hz
Max Resolution eDP
3840 x 2400 @ 120Hz
-
Max Resolution HDMI
4096 x 2304 @ 60Hz (HDMI 2.1 TMDS), 7680 x 4320 @ 60Hz (HDMI 2.1 FRL)
4
Number of Displays Supported
4
eDP 1.5, DisplayPort 2.1 UHBR20, HDMI 2.1 FRL
Outputs
eDP 1.4b, DisplayPort 2.1 UHBR20, HDMI 2.1 FRL
Theoretical Performance
36.8-40.0 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.
62 GPixel/s
73.6-80.0 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.
123 GTexel/s
2.56
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.
3.9
TFLOPS
AI Features
OpenVINO, WindowsML, DirectML, ONNX RT, WebGPU, WebNN
AI Software Frameworks Supported by GPU
OpenVINO, WindowsML, DirectML, ONNX RT, WebGPU
37-40 TOPS
GPU Peak TOPS (Int8)
63
Yes
Intel Deep Learning Boost on GPU
Yes
Miscellaneous
512
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.
896
4 MB
L2 Cache
4 MB
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
No
CUDA
-
DirectX 12 Ultimate
DirectX
DirectX 12.2
16
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.
28
Benchmarks
Cyberpunk 2077 1080p
/ fps
Graphics 4 Xe-Cores (Panther Lake)
28
+75%
Arc 130T
16
FP32 (float)
/ TFLOPS
Graphics 4 Xe-Cores (Panther Lake)
2.56
Arc 130T
3.9
+52%
3DMark Steel Nomad
Graphics 4 Xe-Cores (Panther Lake)
585
+9%
Arc 130T
537
3DMark Time Spy
Graphics 4 Xe-Cores (Panther Lake)
2824
+19%
Arc 130T
2378
Vulkan
Graphics 4 Xe-Cores (Panther Lake)
26276
Arc 130T
31178
+19%
OpenCL
Graphics 4 Xe-Cores (Panther Lake)
22285
Arc 130T
33794
+52%
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