Advantages
- Higher Boost Clock: 2544MHz (1400MHz vs 2544MHz)
- Larger Memory Size: 12GB (System Shared vs 12GB)
- Higher Bandwidth: 432.0 GB/s (System Dependent vs 432.0 GB/s)
- More Shading Units: 3456 (768 vs 3456)
- Newer Launch Date: August 2023 (January 2022 vs August 2023)
Basic
Intel
Label Name
AMD
January 2022
Launch Date
August 2023
Integrated
Platform
Desktop
Iris Xe Graphics 96EU
Model Name
Radeon RX 7700 XT
HD Graphics-M
Generation
Navi III
300MHz
Base Clock
1700MHz
1400MHz
Boost Clock
2544MHz
Ring Bus
Bus Interface
PCIe 4.0 x16
Unknown
Transistors
28,100 million
-
RT Cores
54
-
Compute Units
54
48
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.
216
Intel
Foundry
TSMC
10 nm
Process Size
5 nm
Generation 12.2
Architecture
RDNA 3.0
Memory Specifications
System Shared
Memory Size
12GB
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.
192bit
SystemShared
Memory Clock
2250MHz
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.
432.0 GB/s
Display and Media
No outputs
Outputs
1x HDMI 2.1a
2x DisplayPort 2.1
1x USB Type-C
2x DisplayPort 2.1
1x USB Type-C
Theoretical Performance
33.60 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.
244.2 GPixel/s
67.20 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.
549.5 GTexel/s
4.301 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.
70.34 TFLOPS
537.6 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.
1099 GFLOPS
2.193
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.
35.873
TFLOPS
Miscellaneous
768
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.
3456
-
L1 Cache
128 KB per Array
1024KB
L2 Cache
2MB
45W
TDP
245W
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
2.2
4.6
OpenGL
4.6
12 (12_1)
DirectX
12 Ultimate (12_2)
-
Power Connectors
2x 8-pin
24
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.
96
6.4
Shader Model
6.7
-
Suggested PSU
550W
Benchmarks
FP32 (float)
/ TFLOPS
Iris Xe Graphics 96EU
2.193
Radeon RX 7700 XT
35.873
+1536%
3DMark Time Spy
Iris Xe Graphics 96EU
1298
Radeon RX 7700 XT
15945
+1128%
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