Intel Arc Graphics 1 Xe Mobile vs Intel Arc Graphics 48EU Mobile Comparison

Intel
GPU

Intel Arc Graphics 1 Xe Mobile

CORE STATE Wildcat Lake
VRAM System Shared
CLOCK SPEED 2300 MHz
TDP 25 W
BUS WIDTH System Shared
ARCHITECTURE Xe3-LPG
nm
PROCESS 3 nm
LAUNCH DATE 2026
VS
Intel
GPU

Arc Graphics 48EU Mobile

CORE STATE Meteor Lake
VRAM System Shared
CLOCK SPEED 1800 MHz
TDP 28 W
BUS WIDTH System Shared
ARCHITECTURE Xe-LPG
nm
PROCESS 10 nm
LAUNCH DATE 2023

Analysis: Intel Arc Graphics 1 Xe Mobile vs Intel Arc Graphics 48EU Mobile

The Intel Arc Graphics 1 Xe Mobile and the Intel Arc Graphics 48EU Mobile are both integrated graphics solutions from Intel, but they target very different performance tiers within the mobile landscape. The 1 Xe variant is built on the newer Wildcat Lake chip with Xe3-LPG architecture and a 3 nm process, while the 48EU variant uses the Meteor Lake chip with Xe-LPG architecture on a 10 nm process. This comparison examines the recorded specifications and benchmark data to show where each part delivers its advantages.

Head-to-Head Benchmarks

The database shows no direct head-to-head benchmark entries for these two iGPUs. However, the specification sheets reveal a clear performance hierarchy based on compute resources and clock speeds.

The Intel Arc Graphics 48EU Mobile holds a substantial lead in raw shading power. It features 384 shading units compared to 128 on the 1 Xe Mobile, which is exactly three times the shader count. This translates directly into FP32 compute: the 48EU delivers 1,382.4 GFLOPS versus 588.8 GFLOPS for the 1 Xe. That means the 48EU has roughly 2.35 times the single-precision floating-point throughput. For any workload that scales with shader count, such as pixel shading or general compute, the 48EU is the clear winner.

The texture and pixel rates follow the same pattern. The 48EU Mobile outputs 43.20 GTexel/s and 14.40 GPixel/s, while the 1 Xe Mobile manages 18.40 GTexel/s and 9.200 GPixel/s. The texture rate gap is particularly wide, with the 48EU achieving about 2.35 times the texel throughput. The pixel rate difference is narrower at roughly 1.57 times, which reflects the smaller ROP count disparity: the 48EU has 8 ROPs versus 4 on the 1 Xe.

Clock speed partially compensates for the 1 Xe's smaller core count. The 1 Xe boosts to 2300 MHz, while the 48EU boosts to 1800 MHz. That is a 500 MHz advantage for the 1 Xe, or about 28% higher boost clock. Despite this, the sheer core count advantage of the 48EU overwhelms the clock deficit. The 48EU still wins decisively in every throughput metric.

The FP16 comparison shows a similar story. The 1 Xe Mobile records 1,177.6 GFLOPS (2:1 ratio), while the 48EU records 2.765 TFLOPS (2:1 ratio). Converting the 48EU figure to GFLOPS gives 2,765 GFLOPS, which is about 2.35 times the 1 Xe's output. This consistency across FP16 and FP32 indicates that both architectures scale linearly with shader count, and the 48EU's advantage comes purely from having more execution units.

The 48EU also benefits from a higher TDP envelope. It operates at 28 W, while the 1 Xe is rated at 25 W. This 3 W difference allows the 48EU to sustain higher clocks under load, though the boost clock data already reflects this headroom. The 1 Xe compensates with a more efficient process node, but the recorded data does not provide efficiency metrics to quantify that trade-off.

Where Each One Wins

The Intel Arc Graphics 48EU Mobile wins in every compute-heavy scenario. Its 384 shading units, 24 TMUs, and 8 ROPs make it the choice for games, 3D rendering, and any GPU-accelerated application that uses the full shader pipeline. The FP32 throughput of 1,382.4 GFLOPS supports playable frame rates in older or lighter titles, and the texture rate of 43.20 GTexel/s handles detailed environments without bottlenecking. The FP16 performance of 2.765 TFLOPS also positions it for machine learning inference tasks that rely on half-precision arithmetic.

The Intel Arc Graphics 1 Xe Mobile wins in efficiency-sensitive scenarios. Its 3 nm process node represents a newer manufacturing technology than the 10 nm node used by the 48EU. The lower TDP of 25 W versus 28 W means it draws less power under typical loads, which extends battery life in thin-and-light laptops. The higher boost clock of 2300 MHz also indicates that it can reach peak performance quickly for bursty workloads, such as video playback or UI compositing, where sustained throughput is less important than responsiveness.

The 1 Xe also supports DirectX 12 Ultimate (12_2), while the 48EU is limited to DirectX 12 (12_1). This matters for games that use ray tracing or mesh shaders. The 1 Xe includes 1 dedicated RT core, whereas the 48EU has none listed. For titles that leverage DirectX 12 Ultimate features, the 1 Xe provides hardware acceleration that the 48EU lacks, even though its raw shader performance is lower.

The 1 Xe's architecture, Xe3-LPG, is a newer generation than the Xe-LPG used in the 48EU. The database does not list specific architectural improvements, but the generation leap combined with the smaller process node suggests better instruction efficiency per clock. This does not overcome the 48EU's core count advantage in raw throughput, but it may show up in workloads with low occupancy or latency-sensitive tasks.

The Verdict

The Intel Arc Graphics 48EU Mobile is the stronger performer for gaming and GPU compute. Its 2.35 times higher FP32 throughput, 2.35 times higher texture rate, and 1.57 times higher pixel rate make it the obvious choice for any task that stresses the GPU. The 384 shading units provide the parallel processing headroom that modern games expect, and the 24 TMUs ensure texture filtering keeps pace. The 28 W TDP is acceptable for a laptop GPU, and the 1800 MHz boost clock is sufficient for sustained workloads.

The Intel Arc Graphics 1 Xe Mobile is the better fit for lightweight laptops where battery life and thermals take priority over frame rates. The 3 nm process and 25 W TDP reduce power consumption, and the 2300 MHz boost clock handles short bursts of activity well. The DirectX 12 Ultimate support and 1 RT core give it a feature-set advantage for newer graphical APIs, even if the raw numbers are lower. For integrated graphics in an ultraportable, this is a capable solution.

Users who plan to play modern 3D games or run GPU compute should choose the 48EU Mobile. Users who prioritize portability and battery life, and mainly use the GPU for video playback, desktop rendering, or older games, will find the 1 Xe Mobile sufficient. The database shows no benchmark scores for either part, so the decision rests on the recorded specifications, which consistently favor the 48EU in performance and the 1 Xe in efficiency and API features.

FAQ

Q: Which GPU has more shading units?

A: The Intel Arc Graphics 48EU Mobile has 384 shading units, while the Intel Arc Graphics 1 Xe Mobile has 128 shading units.

Q: What is the FP32 performance difference between the two?

A: The 48EU Mobile delivers 1,382.4 GFLOPS, and the 1 Xe Mobile delivers 588.8 GFLOPS. The 48EU has approximately 2.35 times the FP32 throughput.

Q: Does the 1 Xe Mobile support ray tracing?

A: Yes, the 1 Xe Mobile includes 1 RT core and supports DirectX 12 Ultimate (12_2). The 48EU Mobile has no RT cores listed and supports DirectX 12 (12_1).

Q: What is the boost clock for each GPU?

A: The 1 Xe Mobile boosts to 2300 MHz, and the 48EU Mobile boosts to 1800 MHz.

Q: Which GPU has a higher TDP?

A: The 48EU Mobile has a TDP of 28 W, which is higher than the 1 Xe Mobile's 25 W.

Q: What process nodes do these chips use?

A: The 1 Xe Mobile uses a 3 nm process on the Wildcat Lake chip, while the 48EU Mobile uses a 10 nm process on the Meteor Lake chip.

Architecture Differences

The two GPUs come from different chip generations and architectures. The Intel Arc Graphics 1 Xe Mobile is built on the Wildcat Lake chip with Xe3-LPG architecture, which is the third generation of Intel's low-power graphics architecture. The Intel Arc Graphics 48EU Mobile uses the Meteor Lake chip with Xe-LPG architecture, the previous generation. The 1 Xe is manufactured on a 3 nm process, while the 48EU uses a 10 nm process, both by Intel foundry.

The shading unit count differs significantly: 128 on the 1 Xe versus 384 on the 48EU. The TMU count is 8 versus 24, and the ROP count is 4 versus 8. The 1 Xe includes 1 RT core, while the 48EU has none listed. The 1 Xe supports DirectX 12 Ultimate (12_2), and the 48EU supports DirectX 12 (12_1). Both support OpenGL 4.6 and Vulkan 1.4.

The memory subsystem is identical in design: both use System Shared memory with System Dependent bandwidth. The bus interface differs, with the 1 Xe using IGP and the 48EU using Ring Bus. Both have their display outputs listed as Portable Device Dependent.

The 1 Xe has a higher boost clock at 2300 MHz versus 1800 MHz, and a lower TDP at 25 W versus 28 W. The 1 Xe is the newer part, with a release date of 2026-04-15, while the 48EU was released on 2023-12-13. Both are Active in production status, and both list HD Graphics-M as their predecessor.

Specification Differences

The key specification differences between the two GPUs are as follows:

  • Chip: Wildcat Lake (1 Xe) versus Meteor Lake (48EU)
  • Architecture: Xe3-LPG (1 Xe) versus Xe-LPG (48EU)
  • Process Node: 3 nm (1 Xe) versus 10 nm (48EU)
  • Boost Clock: 2300 MHz (1 Xe) versus 1800 MHz (48EU)
  • Shading Units: 128 (1 Xe) versus 384 (48EU)
  • TMUs: 8 (1 Xe) versus 24 (48EU)
  • ROPs: 4 (1 Xe) versus 8 (48EU)
  • RT Cores: 1 (1 Xe) versus none (48EU)
  • Pixel Rate: 9.200 GPixel/s (1 Xe) versus 14.40 GPixel/s (48EU)
  • Texture Rate: 18.40 GTexel/s (1 Xe) versus 43.20 GTexel/s (48EU)
  • FP32: 588.8 GFLOPS (1 Xe) versus 1,382.4 GFLOPS (48EU)
  • FP16: 1,177.6 GFLOPS (1 Xe) versus 2.765 TFLOPS (48EU)
  • TDP: 25 W (1 Xe) versus 28 W (48EU)
  • DirectX Support: 12 Ultimate (12_2) (1 Xe) versus 12 (12_1) (48EU)
  • Bus Interface: IGP (1 Xe) versus Ring Bus (48EU)
  • Release Date: 2026-04-15 (1 Xe) versus 2023-12-13 (48EU)

Both GPUs share a 300 MHz base clock, System Shared memory type and size, System Dependent bandwidth, and Portable Device Dependent display outputs. Neither has a launch MSRP listed in the database.

DETAILED SPECIFICATIONS

SPECIFICATION
Graphics 1 Xe Mobile
Graphics 48EU Mobile
Core Specs
Shading Units
128
384 +200.0%
Shaders
128
384 +200.0%
TMUs
8
24 +200.0%
ROPs
4
8 +100.0%
Execution Units
2
48 +2300.0%
Clocks
Base Clock
300 MHz
300 MHz
Boost Clock
2300 MHz
1800 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
16 MB
—
Performance
Pixel Rate
9.200 GPixel/s
14.40 GPixel/s
Texture Rate
18.40 GTexel/s
43.20 GTexel/s
FP32 (TFLOPS)
588.8 GFLOPS
1,382.4 GFLOPS
FP64 (TFLOPS)
73.60 GFLOPS (1:8)
—
FP16 (TFLOPS)
1,177.6 GFLOPS (2:1)
2.765 TFLOPS (2:1)
AI/RT
RT Cores
1
—
XMX Cores
32
—
Power
TDP
25 W
28 W
TDP (W)
25
28 +12.0%
Power Connectors
None
—
Architecture
Architecture
Xe3-LPG
Xe-LPG
GPU Name
Wildcat Lake
Meteor Lake
Generation
Arc Graphics-M (Wildcat Lake)
Arc Graphics-M (Meteor Lake)
Process Size
3 nm
10 nm
Transistors
unknown
—
Die Size
unknown
—
Foundry
Intel
Intel
API Support
DirectX
12 Ultimate (12_2)
12 (12_1)
OpenGL
4.6
4.6
Vulkan
1.4
1.4
OpenCL
3.0
3.0
Shader Model
6.9
6.6
Physical
Slot Width
IGP
IGP
Outputs
Portable Device Dependent
Portable Device Dependent
Bus Interface
IGP
Ring Bus
Other
Production
Active
Active
Predecessor
HD Graphics-M
HD Graphics-M
View Arc Graphics 1 Xe Mobile Details View Arc Graphics 48EU Mobile Details