Intel Arc 130T Mobile vs Intel Arc G3 Comparison

Intel
GPU

Intel Arc 130T Mobile

CORE STATE Arrow Lake-H
VRAM System Shared
CLOCK SPEED 2200 MHz
TDP 35 W
BUS WIDTH System Shared
ARCHITECTURE Xe-LPG+
nm
PROCESS 5 nm
LAUNCH DATE 2025
VS
Intel
GPU

Arc G3

CORE STATE Panther Lake
VRAM System Shared
CLOCK SPEED 2400 MHz
TDP 25 W
BUS WIDTH System Shared
ARCHITECTURE Xe3-LPG
nm
PROCESS 3 nm
LAUNCH DATE 2026

Analysis: Intel Arc 130T Mobile vs Intel Arc G3

Head-to-Head Benchmarks

The recorded data contains no completed benchmark runs for either the Intel Arc 130T Mobile or the Intel Arc G3. Both entries show an average benchmark score of zero, and the head-to-head benchmark array is empty. Consequently, there are no measured frame rates, composite scores, or performance deltas to compare directly. The absence of results means the database cannot currently substantiate any win for either part in a synthetic or real-world workload. All performance conclusions must therefore be derived from architectural specifications and throughput calculations, not from empirical testing.

The most significant computational difference lies in raw FP32 throughput. The Intel Arc 130T Mobile delivers 3.942 TFLOPS, while the Intel Arc G3 delivers 6.144 TFLOPS. That represents a 55.9% advantage for the Arc G3 in single-precision floating-point work. In FP16, the Arc G3 reaches 12.29 TFLOPS versus 7.885 TFLOPS for the Arc 130T Mobile, a 55.9% lead as well. These figures indicate that, in shader-bound workloads where the GPU saturates its arithmetic units, the Arc G3 should complete the same instruction count in substantially less time.

The Arc 130T Mobile counters with higher fill rates. Its pixel rate is 61.60 GPixel/s, which is 28.3% above the 48.00 GPixel/s of the Arc G3. Its texture rate of 123.2 GTexel/s is 28.3% above the 96.00 GTexel/s of the Arc G3. For rasterization-heavy scenes with large numbers of small triangles, heavy overdraw, or high-resolution depth and stencil passes, the Arc 130T Mobile's ROP and TMU configuration provides the better foundation. The Arc G3 has more shading units but fewer texture mapping units and ROPs, which is an unusual balance that favors compute-heavy tasks over traditional fill-limited rendering.

Ray tracing hardware also favors the Arc G3. It contains 10 RT cores versus 7 RT cores on the Arc 130T Mobile, a 42.9% increase in dedicated ray tracing units. In hybrid rendering workloads with ray-traced shadows, reflections, or ambient occlusion, the Arc G3 has more parallel traversal and intersection capacity. The Arc 130T Mobile retains a functional RT implementation, but its lower RT core count places it behind in ray-dense scenes.

Clock speed differences are modest. The Arc 130T Mobile has a base clock of 300 MHz and a boost clock of 2200 MHz. The Arc G3 also bases at 300 MHz but boosts to 2400 MHz, a 9.1% higher peak frequency. This contributes to the Arc G3's throughput advantage, though the larger shading unit count is the dominant factor.

Both parts share identical API support: DirectX 12 Ultimate (12_2), OpenGL 4.6, and Vulkan 1.4. That means neither has a feature-set advantage at the API level; any differentiation must come from hardware resources, power envelope, and architecture generation.

Architecture Differences

The two GPUs come from different Intel process nodes and foundries. The Intel Arc 130T Mobile is built on a 5 nm process at TSMC, using the Xe-LPG+ architecture. The Intel Arc G3 is built on a 3 nm process at Intel, using the Xe3-LPG architecture. The 3 nm node is the more advanced manufacturing technology, which explains how the Arc G3 achieves a higher shading unit count and higher boost clock while operating at a lower TDP of 25 W versus 35 W for the Arc 130T Mobile. The die size and transistor counts for both are recorded as unknown, so no direct density comparison is possible from the database.

The underlying chips differ as well. The Arc 130T Mobile uses the Arrow Lake-H chip, placing it in the Arc Graphics-M (Arrow Lake) generation. The Arc G3 uses the Panther Lake chip, placing it in the Arc Graphics-M (Panther Lake) generation. The generational leap from Arrow Lake to Panther Lake corresponds with the architectural jump from Xe-LPG+ to Xe3-LPG. The Xe3-LPG generation is newer, as reflected in the release dates: the Arc 130T Mobile launched on 2025-01-12, while the Arc G3 launched on 2026-05-31, roughly 17 months later.

Core configuration differs substantially. The Arc 130T Mobile has 896 shading units, 56 TMUs, 28 ROPs, and 7 RT cores. The Arc G3 has 1280 shading units, 40 TMUs, 20 ROPs, and 10 RT cores. The Arc G3 therefore has 42.9% more shading units and 42.9% more RT cores, but the Arc 130T Mobile has 40.0% more TMUs and 40.0% more ROPs. This is a clear design split: the newer Xe3-LPG architecture concentrates resources into shader compute and ray tracing, while the older Xe-LPG+ architecture retains a wider texture and pixel pipeline.

Memory is system shared for both, with the type, bus width, and bandwidth all marked as system shared or system dependent. Neither GPU has dedicated VRAM, so memory performance depends entirely on the host platform's system memory configuration. The database records no memory clock for either part. Consequently, memory-bound workloads cannot be differentiated between the two on specification alone.

Power connectors differ in documentation. The Arc 130T Mobile lists no power connector data, while the Arc G3 explicitly lists none. Both are IGP parts with a slot width of IGP, meaning they are integrated into the processor package rather than installed as discrete cards. Display outputs for both are portable device dependent, indicating that the specific laptop or handheld dictates the physical video outputs.

Both GPUs are marked as Active in production status. The Arc 130T Mobile's predecessor is listed as HD Graphics-M, while the Arc G3 has no recorded predecessor. Neither has a successor. Neither has a launch MSRP in the database.

FAQ

Q: Which GPU has higher raw FP32 compute?

A: The Intel Arc G3. It delivers 6.144 TFLOPS, which is 55.9% higher than the 3.942 TFLOPS of the Intel Arc 130T Mobile.

Q: Does the Arc 130T Mobile have any advantage in rendering throughput?

A: Yes. Its pixel rate of 61.60 GPixel/s is 28.3% higher than the 48.00 GPixel/s of the Arc G3, and its texture rate of 123.2 GTexel/s is 28.3% higher than 96.00 GTexel/s.

Q: Which GPU has more ray tracing hardware?

A: The Intel Arc G3 has 10 RT cores, while the Intel Arc 130T Mobile has 7 RT cores. That is a 42.9% higher RT core count.

Q: Are both GPUs integrated or discrete?

A: Both are integrated graphics processors. Each has a slot width of IGP and uses system shared memory. The Arc G3 has no power connectors; the Arc 130T Mobile has no recorded power connector data.

Q: Do they support the same graphics APIs?

A: Yes. Both support DirectX 12 Ultimate (12_2), OpenGL 4.6, and Vulkan 1.4.

Q: Which GPU runs at a higher boost clock?

A: The Intel Arc G3 boosts to 2400 MHz, which is 9.1% higher than the 2200 MHz boost clock of the Intel Arc 130T Mobile. Both have a 300 MHz base clock.

Q: What is the TDP difference?

A: The Intel Arc 130T Mobile has a TDP of 35 W, while the Intel Arc G3 has a TDP of 25 W. The Arc G3 delivers higher compute and RT core counts at a 28.6% lower TDP.

Specification Differences

| Specification | Intel Arc 130T Mobile | Intel Arc G3 |

|---|---|---|

| Chip | Arrow Lake-H | Panther Lake |

| Architecture | Xe-LPG+ | Xe3-LPG |

| Generation | Arc Graphics-M (Arrow Lake) | Arc Graphics-M (Panther Lake) |

| Process node | 5 nm | 3 nm |

| Foundry | TSMC | Intel |

| Boost clock | 2200 MHz | 2400 MHz |

| Shading units | 896 | 1280 |

| TMUs | 56 | 40 |

| ROPs | 28 | 20 |

| RT cores | 7 | 10 |

| Pixel rate | 61.60 GPixel/s | 48.00 GPixel/s |

| Texture rate | 123.2 GTexel/s | 96.00 GTexel/s |

| FP32 | 3.942 TFLOPS | 6.144 TFLOPS |

| FP16 | 7.885 TFLOPS (2:1) | 12.29 TFLOPS (2:1) |

| TDP | 35 W | 25 W |

| Power connectors | Not recorded | None |

| Release date | 2025-01-12 | 2026-05-31 |

| Predecessor | HD Graphics-M | None |

Fields not listed above are identical or not recorded in the database. Both use system shared memory, have a 300 MHz base clock, share the same API set, use IGP slot width, have portable device dependent display outputs, and have no launch MSRP.

The Verdict

The data points to a clear split in intended workloads. The Intel Arc G3 is the stronger compute part. It has 42.9% more shading units, 42.9% more RT cores, a 9.1% higher boost clock, and 55.9% higher FP32 throughput. It also achieves this at a 28.6% lower TDP, 25 W versus 35 W, which indicates substantially better compute efficiency per watt. For any workload dominated by shader math, general compute, or ray tracing, the Arc G3 is the superior option according to the recorded specifications.

The Intel Arc 130T Mobile is the stronger rasterization part. Its 28 ROPs and 56 TMUs give it a 40.0% advantage in both pixel and texture throughput over the Arc G3. The pixel rate of 61.60 GPixel/s and texture rate of 123.2 GTexel/s are not matched by the Arc G3's 48.00 GPixel/s and 96.00 GTexel/s. For rendering pipelines that are fill-bound, such as high-resolution rasterization with heavy alpha blending, the Arc 130T Mobile should complete pixel work faster.

Neither GPU has benchmark results in the database, so these verdicts are derived entirely from architectural specification. The Arc G3's newer 3 nm Intel process, Xe3-LPG architecture, and Panther Lake chip represent the more advanced generation. The Arc 130T Mobile's 5 nm TSMC process and Xe-LPG+ architecture are the previous generation. The release dates confirm this ordering, with the Arc G3 launching about 17 months after the Arc 130T Mobile.

The Arc G3 is the pick for users whose tasks scale with shading units and FP32 throughput: 3D rendering, compute shaders, machine learning inference at FP16, and ray-traced effects. The Arc 130T Mobile is the pick for users whose tasks scale with ROP and TMU throughput: traditional game rasterization at high resolutions, texture-heavy scenes, and pixel-bound post-processing. The higher TDP of the Arc 130T Mobile suggests it is intended for a slightly more power-generous platform, while the Arc G3 fits tighter power budgets.

The database records no wins for either part in head-to-head benchmarks, so neither can be declared the overall performance champion. The correct interpretation is that the Arc G3 leads in compute and RT capacity, while the Arc 130T Mobile leads in fill rate. Users selecting between them should match the GPU to the dominant workload type.

Where Each One Wins

Compute and ray tracing workloads favor the Intel Arc G3. The 1280 shading units and 10 RT cores provide the hardware foundation for FP32-heavy tasks. The 6.144 TFLOPS FP32 and 12.29 TFLOPS FP16 rates are the highest in this comparison. The 2400 MHz boost clock is the highest recorded boost among the two. The 25 W TDP means this compute advantage arrives with lower power consumption than the Arc 130T Mobile. This makes the Arc G3 the appropriate choice for applications that spend most of their time in shader execution, ray traversal, or half-precision math.

Rasterization and fill-limited workloads favor the Intel Arc 130T Mobile. The 28 ROPs and 56 TMUs produce a pixel rate of 61.60 GPixel/s and a texture rate of 123.2 GTexel/s. Those are the highest recorded fill rates in this comparison. The 35 W TDP is higher, but it powers a wider pixel pipeline. For scenes with dense geometry, high overdraw, or resolution scaling that stresses the ROPs, the Arc 130T Mobile has the specification-level advantage.

Power-constrained platforms favor the Intel Arc G3. At 25 W, it delivers more shading units, more RT cores, a higher boost clock, and higher FP32 throughput than the Arc 130T Mobile at 35 W. The efficiency gap is substantial: a 55.9% compute advantage with a 28.6% lower TDP. Portable devices with strict thermal or battery limits will derive more compute performance per watt from the Arc G3.

Platforms that prioritize pixel throughput favor the Intel Arc 130T Mobile. Its higher TDP allows for a wider ROP and TMU array. Applications that bottleneck on pixel shading or texture sampling will see the benefit of 61.60 GPixel/s and 123.2 GTexel/s. The Arc G3 cannot match these rates despite its larger shader array.

Newer platform integration favors the Intel Arc G3. It uses the Panther Lake chip, a 3 nm Intel process, and the Xe3-LPG architecture. The Arc 130T Mobile uses the older Arrow Lake-H chip, a 5 nm TSMC process, and the Xe-LPG+ architecture. The 2026 release date of the Arc G3 indicates it is designed for the next generation of Intel mobile platforms. The Arc 130T Mobile, released in 2025, is tied to the previous platform generation.

Feature parity means neither wins on API support. Both support DirectX 12 Ultimate (12_2), OpenGL 4.6, and Vulkan 1.4. Software that relies on these APIs will function on either GPU. Neither has a recorded advantage in memory configuration, as both use system shared memory with system dependent bandwidth.

DETAILED SPECIFICATIONS

SPECIFICATION
130T Mobile
G3
Core Specs
Shading Units
896
1,280 +42.9%
Shaders
896
1,280 +42.9%
TMUs
56
40 -28.6%
ROPs
28
20 -28.6%
Execution Units
112
10 -91.1%
Clocks
Base Clock
300 MHz
300 MHz
Boost Clock
2200 MHz
2400 MHz
Memory Clock
System Shared
System Shared
Memory
Memory Size
System Shared
System Shared
Memory Type
System Shared
System Shared
Memory Bus
System Shared
System Shared
Bandwidth
System Dependent
System Dependent
Cache
L1 Cache
64 KB (per EU)
L2 Cache
4 MB
16 MB
Performance
Pixel Rate
61.60 GPixel/s
48.00 GPixel/s
Texture Rate
123.2 GTexel/s
96.00 GTexel/s
FP32 (TFLOPS)
3.942 TFLOPS
6.144 TFLOPS
FP64 (TFLOPS)
985.6 GFLOPS (1:4)
768.0 GFLOPS (1:8)
FP16 (TFLOPS)
7.885 TFLOPS (2:1)
12.29 TFLOPS (2:1)
AI/RT
RT Cores
7
10 +42.9%
XMX Cores
112
80 -28.6%
Power
TDP
35 W
25 W
TDP (W)
35
25 -28.6%
Power Connectors
None
Architecture
Architecture
Xe-LPG+
Xe3-LPG
GPU Name
Arrow Lake-H
Panther Lake
Generation
Arc Graphics-M (Arrow Lake)
Arc Graphics-M (Panther Lake)
Process Size
5 nm
3 nm
Transistors
unknown
unknown
Die Size
unknown
unknown
Foundry
TSMC
Intel
API Support
DirectX
12 Ultimate (12_2)
12 Ultimate (12_2)
OpenGL
4.6
4.6
Vulkan
1.4
1.4
OpenCL
3.0
3.0
Shader Model
6.8
6.9
Physical
Slot Width
IGP
IGP
Outputs
Portable Device Dependent
Portable Device Dependent
Bus Interface
IGP
IGP
Other
Production
Active
Active
Predecessor
HD Graphics-M
View Arc 130T Mobile Details View Arc G3 Details