GPU Comparison Result
Below are the results of a comparison of
Intel UHD Graphics 32EU (Raptor Lake-HX / Refresh)
and
AMD Radeon RX 580 2048SP
video cards based on key performance characteristics, as well as power consumption and much more.
Advantages
- Higher Boost Clock: 1500-1650 MHz (CPU dependent) (1500-1650 MHz (CPU dependent) vs 1284MHz)
- Newer Launch Date: January 2023 (January 2023 vs October 2018)
- Larger Memory Size: 4GB (System Shared vs 4GB)
- Higher Bandwidth: 224.0 GB/s (System Dependent vs 224.0 GB/s)
- More Shading Units: 2048 (256 vs 2048)
Basic
Intel
Label Name
AMD
January 2023
Launch Date
October 2018
Integrated
Platform
Desktop
Raptor Lake-HX
Former Codename
-
Intel 7
GPU Lithography
-
Intel UHD Graphics 32EU (Raptor Lake-HX)
Model Name
Radeon RX 580 2048SP
Raptor Lake-HX
Generation
Polaris
300 MHz
Base Clock
1168MHz
1500-1650 MHz (CPU dependent)
Boost Clock
1284MHz
Ring Bus
Bus Interface
PCIe 3.0 x16
-
Transistors
5,700 million
No
RT Cores
-
32
Compute Units
32
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.
-
16
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.
128
Intel
Foundry
GlobalFoundries
10 nm
Process Size
14 nm
Xe-LP (Generation 12.2)
Architecture
GCN 4.0
Memory Specifications
System Shared
Memory Size
4GB
DDR4 / DDR5 (System Shared)
Memory Type
GDDR5
System Dependent
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.
256bit
System Dependent
Memory Clock
1750MHz
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.
224.0 GB/s
Display and Media
Decode Only
AV1 Encode/Decode
-
1.4a
DisplayPort Extensions
-
Yes
H.264 Hardware Encode/Decode
-
Yes
H.265 HEVC Hardware Encode/Decode
-
2.3 / 1.4
HDCP Version
-
2.1
HDMI Version
-
Yes
Intel Quick Sync Video
-
7680 x 4320 @ 60Hz
Max Resolution DP
-
5120 x 3200 @ 120Hz
Max Resolution eDP
-
4096 x 2160 @ 60Hz
Max Resolution HDMI
-
4
Number of Displays Supported
-
eDP 1.4b, DP 1.4a, HDMI 2.1
Outputs
1x DVI
1x HDMI 2.0b
3x DisplayPort 1.4a
1x HDMI 2.0b
3x DisplayPort 1.4a
Theoretical Performance
-
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.
41.09 GPixel/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.
164.4 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.
5.259 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.
328.7 GFLOPS
0.794
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.
5.154
TFLOPS
Miscellaneous
256
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.
2048
-
L1 Cache
16 KB (per CU)
-
L2 Cache
2MB
-
TDP
150W
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.
1.2
3.0
OpenCL Version
2.1
4.6
OpenGL
4.6
No
CUDA
-
12.1
DirectX
12 (12_0)
None
Power Connectors
1x 8-pin
8
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.
32
6.6
Shader Model
6.4
-
Suggested PSU
450W
Benchmarks
FP32 (float)
/ TFLOPS
UHD Graphics 32EU (Raptor Lake-HX / Refresh)
0.794
Radeon RX 580 2048SP
5.154
+549%
3DMark Time Spy
UHD Graphics 32EU (Raptor Lake-HX / Refresh)
758
Radeon RX 580 2048SP
3906
+415%
Vulkan
UHD Graphics 32EU (Raptor Lake-HX / Refresh)
9169
Radeon RX 580 2048SP
40716
+344%
OpenCL
UHD Graphics 32EU (Raptor Lake-HX / Refresh)
7895
Radeon RX 580 2048SP
34827
+341%
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