Advantages
- Larger Memory Size: 3GB (3GB vs System Shared)
- Higher Bandwidth: 134.8 GB/s (134.8 GB/s vs System Dependent)
- More Shading Units: 768 (768 vs 192)
- Newer Launch Date: March 2021 (March 2013 vs March 2021)
Basic
NVIDIA
Label Name
Intel
March 2013
Launch Date
March 2021
Professional
Platform
Integrated
Quadro K4000
Model Name
Intel UHD Graphics 730
Quadro
Generation
Intel UHD Graphics
PCIe 2.0 x16
Bus Interface
Ring Bus
2,540 million
Transistors
-
-
RT Cores
No
-
Compute Units
24
-
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
64
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.
12
TSMC
Foundry
Intel
28 nm
Process Size
-
Kepler
Architecture
Xe-LP (Gen12)
Memory Specifications
3GB
Memory Size
System Shared
GDDR5
Memory Type
System Shared
192bit
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
1404MHz
Memory Clock
System Shared
134.8 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.
System Dependent
Display and Media
-
AV1 Encode/Decode
Decode Only
-
H.264 Hardware Encode/Decode
Yes
-
H.265 HEVC Hardware Encode/Decode
Yes
-
H.266 VVC Hardware Encode/Decode
No
-
Intel Quick Sync Video
Yes
1x DVI
2x DisplayPort 1.2
2x DisplayPort 1.2
Outputs
Motherboard Dependent
Theoretical Performance
12.96 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.
-
51.84 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.
-
51.84 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.
-
1.219
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.
0.4992
TFLOPS
AI Features
-
Intel Deep Learning Boost on GPU
No
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.
192
16 KB (per SMX)
L1 Cache
-
384KB
L2 Cache
-
80W
TDP
-
1.1
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
3.0
CUDA
-
12 (11_0)
DirectX
12 (12_1)
1x 6-pin
Power Connectors
-
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.
-
5.1
Shader Model
6.6
250W
Suggested PSU
-
Benchmarks
FP32 (float)
/ TFLOPS
Quadro K4000
1.219
+144%
UHD Graphics 730
0.4992
OpenCL
Quadro K4000
6816
+10%
UHD Graphics 730
6196
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