Intel UHD Graphics 16EU (Alder Lake-HX)
About processor
UHD Graphics 16EU (Alder Lake-HX) is a Integrated GPU manufactured by Intel. It was released on May 2022. The GPU has System Shared System Shared memory. The main features of the GPU are: Shading Units - 128, Theoretical Performance - 0.3328 TFLOPS.
Basic
Label Name
Intel
Platform
Integrated
Launch Date
May 2022
Former Codename
Alder Lake GT0.5
GPU Lithography
Intel 7
Model Name
Intel UHD Graphics 16EU (Alder Lake-HX)
Generation
Alder Lake-HX
Base Clock
300 MHz
Boost Clock
1300 MHz
Bus Interface
Ring Bus
RT Cores
No
Compute Units
16
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
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.
8
Foundry
Intel
Process Size
10 nm
Architecture
Xe-LP (Generation 12.2)
Used in CPUs
Memory Specifications
Memory Size
System Shared
Memory Type
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
Memory Clock
System Shared
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
DisplayPort Extensions
1.4a
H.264 Hardware Encode/Decode
Yes
H.265 HEVC Hardware Encode/Decode
Yes
HDMI Version
2.1
Intel Quick Sync Video
Yes
Max Resolution DP
7680 x 4320 @ 60Hz
Max Resolution eDP
5120 x 3200 @ 120Hz
Max Resolution HDMI
4096 x 2304 @ 60Hz
Number of Displays Supported
4
Outputs
eDP 1.4b, DP 1.4a, HDMI 2.1
Theoretical Performance
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.
0.3328
TFLOPS
Miscellaneous
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.
128
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
OpenCL Version
3.0
OpenGL
4.6
CUDA
No
DirectX
12.1
Power Connectors
None
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.
4
Shader Model
6.6
Benchmarks
FP32 (float)
Score
0.3328
TFLOPS
Vulkan
Score
3959
OpenCL
Score
3461
Compared to Other GPU
FP32 (float)
/ TFLOPS
Vulkan
OpenCL
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