Intel Xe DG1
vs
NVIDIA A2

vs

GPU Comparison Result

Below are the results of a comparison of Intel Xe DG1 and NVIDIA A2 video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Higher Boost Clock: 1770MHz (1550MHz vs 1770MHz)
  • Larger Memory Size: 16GB (4GB vs 16GB)
  • Higher Bandwidth: 200.1 GB/s (68.26 GB/s vs 200.1 GB/s)
  • More Shading Units: 1280 (640 vs 1280)

Basic

Intel
Label Name
NVIDIA
-
Launch Date
November 2021
Desktop
Platform
Desktop
Xe DG1
Model Name
A2
Xe Graphics
Generation
Quadro
900MHz
Base Clock
1440MHz
1550MHz
Boost Clock
1770MHz
PCIe 4.0 x8
Bus Interface
PCIe 4.0 x8
Unknown
Transistors
Unknown
-
RT Cores
10
-
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.
40
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.
40
Intel
Foundry
Samsung
10 nm
Process Size
8 nm
Generation 12.1
Architecture
Ampere

Memory Specifications

4GB
Memory Size
16GB
LPDDR4X
Memory Type
GDDR6
128bit
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.
128bit
2133MHz
Memory Clock
1563MHz
68.26 GB/s
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.
200.1 GB/s

Theoretical Performance

31.00 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.
56.64 GPixel/s
62.00 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.
70.80 GTexel/s
3.968 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.
4.531 TFLOPS
496.0 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.
70.80 GFLOPS
1.944 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.
4.622 TFLOPS

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.
10
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.
1280
-
L1 Cache
128 KB (per SM)
1024KB
L2 Cache
2MB
30W
TDP
60W
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
3.0
4.6
OpenGL
4.6
12 (12_1)
DirectX
12 Ultimate (12_2)
-
CUDA
8.6
None
Power Connectors
None
6.4
Shader Model
6.6
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.
32
200W
Suggested PSU
250W

Benchmarks

FP32 (float) / TFLOPS
Xe DG1
1.944
A2
4.622 +138%