Intel Graphics 32EU (Arrow Lake)

Intel Graphics 32EU (Arrow Lake)
Intel Graphics 32EU (Arrow Lake) is a Integrated video accelerator from Intel. It began to be released in January 2025. The GPU has a boost frequency of 1800 MHz. It also has a memory frequency of System Dependent. Its characteristics, as well as benchmark results, are presented in more detail below.

Basic

Label Name
Intel
Platform
Integrated
Launch Date
January 2025
Former Codename
Arrow Lake-S
GPU Lithography
TSMC N5P
Model Name
Intel Graphics
Generation
Xe-LPG (Arrow Lake-S)
Base Clock
300 MHz
Boost Clock
1800 MHz
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.
256
RT Cores
2
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.
16
Foundry
TSMC
Process Size
5 nm
Architecture
Xe-LPG
Used in CPUs

Memory Specifications

Memory Size
System Shared
Memory Type
DDR5 (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 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.
System Dependent

Display and Media

AV1 Encode/Decode
Yes
DisplayPort Extensions
DisplayPort 2.1 UHBR20
H.264 Hardware Encode/Decode
Yes
H.265 HEVC Hardware Encode/Decode
Yes
HDMI Version
HDMI 2.1 FRL
Intel Quick Sync Video
Yes
Max Resolution DP
7680 x 4320 @ 60Hz
Max Resolution eDP
3840 x 2400 @ 120Hz
Max Resolution HDMI
4096 x 2304 @ 60Hz (HDMI 2.1 TMDS); 7680 x 4320 @ 60Hz (HDMI 2.1 FRL)
Max Video Decode Bandwidth
Up to 8K 60 FPS 10-bit HDR
Max Video Encode Bandwidth
Up to 8K 120 FPS 10-bit HDR
Number of Displays Supported
4
Outputs
eDP 1.4b, DisplayPort 2.1 UHBR20, HDMI 2.1 FRL

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.
14.4 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.
28.8 GTexel/s
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.
0.9216 TFlops

AI Features

AI Software Frameworks Supported by GPU
OpenVINO, WindowsML, DirectML, ONNX RT, WebGPU
GPU Peak TOPS (Int8)
4 TOPS
Intel Deep Learning Boost on GPU
Yes

Miscellaneous

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
OpenCL Version
3.0
OpenGL
4.5
CUDA
No
DirectX
DirectX 12 Ultimate (12_2)
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.
8
Shader Model
6.8

FP32 (float)

0.9216 TFlops

3DMark Time Spy

1149

Vulkan

10348

OpenCL

9530

Compared to Other GPU

SiliconCat Rating

1150
Ranks 1150 among all GPU on our website
FP32 (float)
FirePro S4000X
AMD, August 2014
1.012 TFlops
Radeon HD 8870M
AMD, April 2013
0.992 TFlops
0.94 TFlops
Graphics 32EU (Arrow Lake)
Intel, January 2025
0.9216 TFlops
Radeon Vega 2
Intel, January 2020
0.28 TFlops
3DMark Time Spy
Radeon RX 580 2048SP
AMD, October 2018
3906
GeForce GTX 980M
NVIDIA, October 2014
2888
GeForce GTX 680
NVIDIA, March 2012
1922
Radeon RX Vega 11 Mobile
AMD, October 2019
1246
Graphics 32EU (Arrow Lake)
Intel, January 2025
1149
Vulkan
Radeon Pro W5700
AMD, November 2019
62536
Radeon Pro 5500 XT
AMD, August 2020
39646
GeForce GTX 1630
NVIDIA, June 2022
23688
FirePro M5100
AMD, October 2013
10692
Graphics 32EU (Arrow Lake)
Intel, January 2025
10348
OpenCL
GeForce GTX TITAN X
NVIDIA, March 2015
37596
GeForce GTX 980M
NVIDIA, October 2014
23366
FirePro M6100
AMD, October 2013
13395
Graphics 32EU (Arrow Lake)
Intel, January 2025
9530
Radeon HD 5750
ATI, October 2009
884