Intel Iris Xe Graphics 80EU
vs
AMD Radeon 540X Mobile

vs

GPU Comparison Result

Below are the results of a comparison of Intel Iris Xe Graphics 80EU and AMD Radeon 540X Mobile video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Higher Boost Clock: 1300MHz (1300MHz vs 1095MHz)
  • More Shading Units: 640 (640 vs 512)
  • Newer Launch Date: January 2022 (January 2022 vs February 2019)
  • Larger Memory Size: 2GB (System Shared vs 2GB)
  • Higher Bandwidth: 32.00 GB/s (System Dependent vs 32.00 GB/s)

Basic

Intel
Label Name
AMD
January 2022
Launch Date
February 2019
Integrated
Platform
Mobile
Iris Xe Graphics 80EU
Model Name
Radeon 540X Mobile
HD Graphics-M
Generation
Mobility Radeon
300MHz
Base Clock
980MHz
1300MHz
Boost Clock
1095MHz
Ring Bus
Bus Interface
PCIe 3.0 x8
Unknown
Transistors
2,200 million
-
Compute Units
8
40
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.
32
Intel
Foundry
GlobalFoundries
10 nm
Process Size
14 nm
Generation 12.2
Architecture
GCN 4.0

Memory Specifications

System Shared
Memory Size
2GB
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.
64bit
SystemShared
Memory Clock
1000MHz
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.
32.00 GB/s

Display and Media

No outputs
Outputs
No outputs

Theoretical Performance

26.00 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.
17.52 GPixel/s
52.00 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.
35.04 GTexel/s
3.328 TFLOPS
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.
1121 GFLOPS
416.0 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.
70.08 GFLOPS
1.631 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.
1.143 TFLOPS

Miscellaneous

640
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.
512
-
L1 Cache
16 KB (per CU)
1024KB
L2 Cache
512KB
45W
TDP
50W
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.
1.2
3.0
OpenCL Version
2.1
4.6
OpenGL
4.6
12 (12_1)
DirectX
12 (12_0)
-
Power Connectors
None
20
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.
16
6.4
Shader Model
6.4

Benchmarks

FP32 (float) / TFLOPS
Iris Xe Graphics 80EU
1.631 +43%
Radeon 540X Mobile
1.143