Advantages
- Larger Memory Size: 4GB (4GB vs System Shared)
- Higher Bandwidth: 80.19 GB/s (80.19 GB/s vs System Dependent)
- Higher Boost Clock: 2250MHz (1085MHz vs 2250MHz)
- More Shading Units: 1024 (640 vs 1024)
- Newer Launch Date: December 2023 (January 2014 vs December 2023)
Basic
NVIDIA
Label Name
Intel
January 2014
Launch Date
December 2023
Mobile
Platform
Integrated
GeForce GTX 860M
Model Name
Arc Graphics 128EU Mobile
GeForce 800M
Generation
Arc Graphics-M
1020MHz
Base Clock
300MHz
1085MHz
Boost Clock
2250MHz
MXM-B (3.0)
Bus Interface
Ring Bus
1,870 million
Transistors
Unknown
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.
64
TSMC
Foundry
Intel
28 nm
Process Size
10 nm
Maxwell
Architecture
Xe-LPG
Memory Specifications
4GB
Memory Size
System Shared
GDDR5
Memory Type
System Shared
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.
System Shared
1253MHz
Memory Clock
SystemShared
80.19 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
No outputs
Outputs
Portable Device Dependent
Theoretical Performance
17.36 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.
72.00 GPixel/s
43.40 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.
144.0 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.
9.216 TFLOPS
43.40 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.
-
1.417
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.
4.516
TFLOPS
Miscellaneous
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.
1024
64 KB (per SMM)
L1 Cache
-
2MB
L2 Cache
-
75W
TDP
28W
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
5.0
CUDA
-
12 (11_0)
DirectX
12 (12_1)
None
Power Connectors
-
16
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
5.1
Shader Model
6.6
Benchmarks
FP32 (float)
/ TFLOPS
GeForce GTX 860M
1.417
Arc Graphics 128EU Mobile
4.516
+219%
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