Advantages
- Newer Launch Date: January 2023 (January 2023 vs September 2020)
- More Shading Units: 384 (192 vs 384)
Basic
Intel
Label Name
Intel
January 2023
Launch Date
September 2020
Integrated
Platform
Integrated
Alder Lake-N GT1
Former Codename
Tiger Lake GT2
Intel 7
GPU Lithography
10 nm SuperFin
Intel UHD Graphics 24EU (Alder Lake-N)
Model Name
Intel UHD Graphics Xe G4 48EUs
Alder Lake-N
Generation
Tiger Lake
750-1200 MHz (CPU dependent)
Boost Clock
-
Ring Bus
Bus Interface
Ring Bus
No
RT Cores
No
24
Compute Units
48
No
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
12
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.
24
Intel
Foundry
Intel
10 nm
Process Size
10 nm SuperFin
Xe-LP (Generation 12.2)
Architecture
Xe-LP (Generation 12.1)
Memory Specifications
System Shared
Memory Size
System Shared
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 Shared
Memory Clock
System Shared
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
Decode Only
AV1 Encode/Decode
Decode Only
1.4
DisplayPort Extensions
1.4
Yes
H.264 Hardware Encode/Decode
Yes
Yes
H.265 HEVC Hardware Encode/Decode
Yes
2.1
HDMI Version
2.0b
Yes
Intel Quick Sync Video
Yes
4096 x 2160 @ 60Hz
Max Resolution DP
7680 x 4320 @ 60Hz
-
Max Resolution eDP
4096 x 2304 @ 60Hz
4096 x 2160 @ 60Hz
Max Resolution HDMI
4096 x 2304 @ 60Hz
3
Number of Displays Supported
4
eDP 1.4b, DP 1.4, HDMI 2.1, MIPI-DSI 1.3
Outputs
eDP 1.4b, MIPI-DSI 2.0, DP 1.4, HDMI 2.0b
Theoretical Performance
0.288
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.
0.8832
TFLOPS
AI Features
-
AI Software Frameworks Supported by GPU
Intel oneAPI, oneDNN, oneMKL
-
Intel Deep Learning Boost on GPU
No
Miscellaneous
192
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.
384
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.
1.4
3.0
OpenCL Version
3.0
4.6
OpenGL
4.6
No
CUDA
No
12.1
DirectX
12.1
None
Power Connectors
None
6
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.
12
Benchmarks
FP32 (float)
/ TFLOPS
UHD Graphics 24EU (Alder Lake-N)
0.288
UHD Graphics 48EU
0.8832
+207%
3DMark Time Spy
UHD Graphics 24EU (Alder Lake-N)
321
UHD Graphics 48EU
855
+166%
Vulkan
UHD Graphics 24EU (Alder Lake-N)
3803
UHD Graphics 48EU
9447
+148%
OpenCL
UHD Graphics 24EU (Alder Lake-N)
3326
UHD Graphics 48EU
8418
+153%
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