Advantages
- Higher Boost Clock: 1450-1660 MHz (CPU dependent) (1450-1660 MHz (CPU dependent) vs 2250MHz)
- Larger Memory Size: 12GB (System Shared vs 12GB)
- Higher Bandwidth: 432.0 GB/s (System Dependent vs 432.0 GB/s)
- More Shading Units: 5120 (256 vs 5120)
- Newer Launch Date: March 2023 (November 2021 vs March 2023)
Basic
Intel
Label Name
NVIDIA
November 2021
Launch Date
March 2023
Integrated
Platform
Desktop
Alder Lake / Raptor Lake
Former Codename
-
Intel 7
GPU Lithography
-
Intel UHD Graphics 770
Model Name
RTX 3500 Embedded Ada Generation
HD Graphics
Generation
Quadro Ada-M
300 MHz
Base Clock
1725MHz
1450-1660 MHz (CPU dependent)
Boost Clock
2250MHz
Ring Bus
Bus Interface
PCIe 4.0 x16
-
Transistors
35,800 million
No
RT Cores
40
32
Compute Units
-
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.
160
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.
160
Intel
Foundry
TSMC
10 nm
Process Size
5 nm
Xe-LP (Generation 12.2)
Architecture
Ada Lovelace
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
System Shared
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
Decode Only
AV1 Encode/Decode
-
1.4a
DisplayPort Extensions
-
Yes
H.264 Hardware Encode/Decode
-
Yes
H.265 HEVC Hardware Encode/Decode
-
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
-
Motherboard Dependent
Outputs
No outputs
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.
144.0 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.
360.0 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.
23.04 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.
360.0 GFLOPS
0.7936
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.
23.501
TFLOPS
AI Features
No
Intel Deep Learning Boost on GPU
-
Miscellaneous
-
SM Count
Multiple Streaming Processors (SPs), along with other resources, form a Streaming Multiprocessor (SM), which is also referred to as a GPU's major core. These additional resources include components such as warp schedulers, registers, and shared memory. The SM can be considered the heart of the GPU, similar to a CPU core, with registers and shared memory being scarce resources within the SM.
40
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.
5120
-
L1 Cache
128 KB (per SM)
-
L2 Cache
48MB
15 W
TDP
100W
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.
1.3
3.0
OpenCL Version
3.0
4.6
OpenGL
4.6
-
CUDA
8.9
12 (12_1)
DirectX
12 Ultimate (12_2)
-
Power Connectors
None
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.
64
6.6
Shader Model
6.7
-
Suggested PSU
300W
Benchmarks
FP32 (float)
/ TFLOPS
UHD Graphics 770
0.7936
RTX 3500 Embedded Ada Generation
23.501
+2861%
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