Advantages
- More Shading Units: 512 (512 vs 256)
- Higher Boost Clock: 2800-2900 MHz (1900-2000 MHz vs 2800-2900 MHz)
- Newer Launch Date: February 2025 (October 2024 vs February 2025)
Basic
Intel
Label Name
Intel
October 2024
Launch Date
February 2025
Integrated
Platform
Integrated
Arrow Lake
Former Codename
Krackan Point / Gorgon Point
TSMC N5P
GPU Lithography
4 nm
Intel Graphics
Model Name
AMD Radeon 840M
Xe-LPG (Arrow Lake-S)
Generation
Radeon 800M Series
300 MHz
Base Clock
-
1900-2000 MHz
Boost Clock
2800-2900 MHz
-
Bus Interface
Integrated
4
RT Cores
4
-
Compute Units
4
-
Tensor Cores
Tensor Cores are specialized processing units designed specifically for deep learning, providing higher training and inference performance compared to FP32 training. They enable rapid computations in areas such as computer vision, natural language processing, speech recognition, text-to-speech conversion, and personalized recommendations. The two most notable applications of Tensor Cores are DLSS (Deep Learning Super Sampling) and AI Denoiser for noise reduction.
No
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.
16
TSMC
Foundry
TSMC
5 nm
Process Size
4 nm
Xe-LPG
Architecture
RDNA 3.5
Memory Specifications
System Shared
Memory Size
Shared system memory
DDR5 (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.
Dual-channel system memory, platform dependent
System Dependent
Memory Clock
System memory dependent
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.
System memory dependent
Display and Media
-
AMD FreeSync
Yes
Yes
AV1 Encode/Decode
Encode/Decode
DisplayPort 2.1 UHBR20
DisplayPort Extensions
Adaptive-Sync, HBR3, UHBR10
Yes
H.264 Hardware Encode/Decode
Encode/Decode
Yes
H.265 HEVC Hardware Encode/Decode
Encode/Decode
-
H.266 VVC Hardware Encode/Decode
No hardware support
-
HDCP Version
2.3
HDMI 2.1 FRL
HDMI Version
2.1
Yes
Intel Quick Sync Video
No
7680 x 4320 @ 60Hz
Max Resolution DP
7680x4320 @ 60Hz
3840 x 2400 @ 120Hz
Max Resolution eDP
-
4096 x 2304 @ 60Hz (HDMI 2.1 TMDS); 7680 x 4320 @ 60Hz (HDMI 2.1 FRL)
Max Resolution HDMI
7680x4320 @ 60Hz
Up to 8K 60 FPS 10-bit HDR
Max Video Decode Bandwidth
1080p60 8bpc MPEG2, 1080p60 8bpc VC1, 1080p786 8/10bpc VP9, 2160p196 8/10bpc VP9, 4320p49 8/10bpc VP9, 1080p1200 8bpc H.264, 2160p300 8bpc H.264, 4320p75 8bpc H.264, 1080p786 8/10bpc H.265, 2160p196 8/10bpc H.265, 4320p49 8/10bpc H.265, 1080p960 8/10bpc AV1, 2160p240 8/10bpc AV1, 4320p60 8/10bpc AV1
Up to 8K 120 FPS 10-bit HDR
Max Video Encode Bandwidth
1080p630 8bpc H.264, 1440p373 8bpc H.264, 2160p175 8bpc H.264, 1080p630 8bpc H.265, 1440p373 8bpc H.265, 2160p175 8bpc H.265, 4320p43 8bpc H.265, 1080p864 8/10bpc AV1, 1440p513 8/10bpc AV1, 2160p240 8/10bpc AV1, 4320p60 8/10bpc AV1
4
Number of Displays Supported
4
eDP 1.4b, DisplayPort 2.1 UHBR20, HDMI 2.1 FRL
Outputs
HDMI 2.1, DisplayPort 2.1, USB-C DisplayPort Alt Mode; device dependent
-
USB Type-C DisplayPort Alternate Mode
Yes
-
Wireless Display
Miracast
Theoretical Performance
30.4-32.0 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.
22.4-23.2 GPixel/s
60.8-64.0 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.
44.8-46.4 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.
2.87-2.97 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.
89.6-92.8 GFLOPS
2.048
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.
1.48
TFLOPS
AI Features
OpenVINO, WindowsML, DirectML, ONNX RT, WebGPU
AI Software Frameworks Supported by GPU
-
8 TOPS
GPU Peak TOPS (Int8)
-
Yes
Intel Deep Learning Boost on GPU
No
-
NPU TOPS
Up to 50 TOPS
-
Processor Overall TOPS
Up to 59 TOPS
Miscellaneous
-
AMD SmartAccess Memory
Available
-
Native PCIe Lanes
16 total / 16 usable
-
PCI Express Version
PCIe 4.0
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.
256
4 MB
L2 Cache
-
-
TDP
Shared with processor; platform dependent
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.
1.4
3.0
OpenCL Version
2.1
4.5
OpenGL
4.6
No
CUDA
No
12 Ultimate (12_2)
DirectX
12 Ultimate (12_2)
-
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.
8
6.8
Shader Model
6.7
Benchmarks
FP32 (float)
/ TFLOPS
Graphics 64EU (Arrow Lake)
2.048
+38%
Radeon 840M
1.48
3DMark Time Spy
Graphics 64EU (Arrow Lake)
2192
+47%
Radeon 840M
1493
Vulkan
Graphics 64EU (Arrow Lake)
22384
+17%
Radeon 840M
19063
OpenCL
Graphics 64EU (Arrow Lake)
20497
+65%
Radeon 840M
12393
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