GPU Comparison Result
Below are the results of a comparison of
Intel Graphics 4 Xe-Cores (Panther Lake)
and
NVIDIA GeForce GTX 1650 Max Q
video cards based on key performance characteristics, as well as power consumption and much more.
Advantages
- Higher Boost Clock: 2300-2500 MHz (2300-2500 MHz vs 1125MHz)
- Newer Launch Date: January 2026 (January 2026 vs April 2020)
- Larger Memory Size: 4GB (System Shared vs 4GB)
- Higher Bandwidth: 160.0 GB/s (System Dependent vs 160.0 GB/s)
- More Shading Units: 1024 (512 vs 1024)
Basic
Intel
Label Name
NVIDIA
January 2026
Launch Date
April 2020
Integrated
Platform
Mobile
Panther Lake
Former Codename
-
Intel 3
GPU Lithography
-
Intel Graphics
Model Name
GeForce GTX 1650 Max Q
Xe3 (Panther Lake)
Generation
GeForce 16 Mobile
300 MHz
Base Clock
930MHz
2300-2500 MHz
Boost Clock
1125MHz
-
Bus Interface
PCIe 3.0 x16
-
Transistors
4,700 million
4
RT 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.
64
Intel
Foundry
TSMC
Intel 3
Process Size
12 nm
Xe3
Architecture
Turing
4
Xe-cores
-
Memory Specifications
System Shared
Memory Size
4GB
DDR5 / LPDDR5X (System Shared)
Memory Type
GDDR6
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
1250MHz
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.
160.0 GB/s
Display and Media
Yes
AV1 Encode/Decode
-
DisplayPort 2.1 UHBR20
DisplayPort Extensions
-
Yes
H.264 Hardware Encode/Decode
-
Yes
H.265 HEVC Hardware Encode/Decode
-
Decode Only
H.266 VVC Hardware Encode/Decode
-
HDMI 2.1 FRL
HDMI Version
-
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
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.
36.00 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.
72.00 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.
4.608 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.
72.00 GFLOPS
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.
2.35
TFLOPS
AI Features
OpenVINO, WindowsML, DirectML, ONNX RT, WebGPU, WebNN
AI Software Frameworks Supported by GPU
-
37-40 TOPS
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.
16
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.
1024
-
L1 Cache
64 KB (per SM)
4 MB
L2 Cache
1024KB
-
TDP
30W
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
7.5
DirectX 12 Ultimate
DirectX
12 (12_1)
-
Power Connectors
None
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.
32
-
Shader Model
6.6
Benchmarks
FP32 (float)
/ TFLOPS
Graphics 4 Xe-Cores (Panther Lake)
2.56
+9%
GeForce GTX 1650 Max Q
2.35
3DMark Time Spy
Graphics 4 Xe-Cores (Panther Lake)
2824
GeForce GTX 1650 Max Q
3000
+6%
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