GPU Comparison Result
Below are the results of a comparison of
Intel Graphics 64EU (Arrow Lake)
and
Intel Iris Xe Graphics 96EU Mobile
video cards based on key performance characteristics, as well as power consumption and much more.
Advantages
- Higher Boost Clock: 1900-2000 MHz (1900-2000 MHz vs 1300MHz)
- Newer Launch Date: October 2024 (October 2024 vs January 2023)
- More Shading Units: 768 (512 vs 768)
Basic
Intel
Label Name
Intel
October 2024
Launch Date
January 2023
Integrated
Platform
Integrated
Arrow Lake
Former Codename
-
TSMC N5P
GPU Lithography
-
Intel Graphics
Model Name
Iris Xe Graphics 96EU Mobile
Xe-LPG (Arrow Lake-S)
Generation
HD Graphics-M
300 MHz
Base Clock
300MHz
1900-2000 MHz
Boost Clock
1300MHz
-
Bus Interface
Ring Bus
-
Transistors
Unknown
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.
48
TSMC
Foundry
Intel
5 nm
Process Size
10 nm
Xe-LPG
Architecture
Generation 12.2
Memory Specifications
System Shared
Memory Size
System Shared
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.
System Shared
System Dependent
Memory Clock
SystemShared
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 Dependent
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
-
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
-
4096 x 2304 @ 60Hz (HDMI 2.1 TMDS); 7680 x 4320 @ 60Hz (HDMI 2.1 FRL)
Max Resolution HDMI
-
Up to 8K 60 FPS 10-bit HDR
Max Video Decode Bandwidth
-
Up to 8K 120 FPS 10-bit HDR
Max Video Encode Bandwidth
-
4
Number of Displays Supported
-
eDP 1.4b, DisplayPort 2.1 UHBR20, HDMI 2.1 FRL
Outputs
Portable Device Dependent
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.
31.20 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.
62.40 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.
3.994 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.
537.6 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.
1.957
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
-
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.
768
4 MB
L2 Cache
1024KB
-
TDP
15W
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
4.5
OpenGL
4.6
No
CUDA
-
12 Ultimate (12_2)
DirectX
12 (12_1)
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.
24
6.8
Shader Model
6.6
Benchmarks
FP32 (float)
/ TFLOPS
Graphics 64EU (Arrow Lake)
2.048
+5%
Iris Xe Graphics 96EU Mobile
1.957
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