Intel Arc Graphics 4 Xe Mobile vs NVIDIA H20 NVL16 Comparison

Intel
GPU

Intel Arc Graphics 4 Xe Mobile

CORE STATE Panther 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
NVIDIA
GEFORCE

H20 NVL16

CORE STATE GH100
VRAM 96 GB
CLOCK SPEED 1980 MHz
TDP 400 W
BUS WIDTH 6144 bit
ARCHITECTURE Hopper
nm
PROCESS 5 nm
LAUNCH DATE 2025

Analysis: Intel Arc Graphics 4 Xe Mobile vs NVIDIA H20 NVL16

Head-to-Head Benchmarks

The recorded database contains no direct benchmark comparisons between the Intel Arc Graphics 4 Xe Mobile and the NVIDIA H20 NVL16. Both products hold a percentile rank of 50 against all GPUs in the database, with an average benchmark score of 0. The head-to-head benchmark table lists no entries, meaning there are no measured wins for either product in shared workloads.

The absence of direct measurements does not prevent an analysis of the underlying capabilities. The NVIDIA H20 NVL16 delivers 39.54 TFLOPS of FP32 compute, while the Intel Arc Graphics 4 Xe Mobile delivers 2.355 TFLOPS. That difference places the NVIDIA part approximately 16.8 times higher in raw FP32 throughput. In FP16 workloads, the NVIDIA H20 NVL16 achieves 79.07 TFLOPS, compared to 4.710 TFLOPS for the Intel part, a ratio of roughly 16.8 as well. These are not benchmark scores; they are specification-derived peak rates, but they indicate the scale of the compute gap.

Pixel throughput tells a similar story. The NVIDIA H20 NVL16 reaches 47.52 GPixel/s, while the Intel Arc Graphics 4 Xe Mobile reaches 36.80 GPixel/s. The NVIDIA part is ahead by about 29 percent in pixel rate. Texture rate shows a much larger divergence: the NVIDIA H20 NVL16 delivers 617.8 GTexel/s, while the Intel part delivers 73.60 GTexel/s. That is an 8.4 times advantage for the NVIDIA product.

The memory subsystem amplifies the separation. The NVIDIA H20 NVL16 uses 96 GB of HBM3 memory on a 6144 bit bus, with 4.03 TB/s of bandwidth. The Intel Arc Graphics 4 Xe Mobile uses system shared memory with a system dependent bandwidth figure. No numeric bandwidth comparison is possible from the database, but the architectural difference is categorical: dedicated HBM3 versus shared system memory.

Architecture Differences

The Intel Arc Graphics 4 Xe Mobile is built on the Panther Lake chip using the Xe3-LPG architecture, fabricated on a 3 nm process at Intel. The NVIDIA H20 NVL16 uses the GH100 chip with the Hopper architecture, fabricated on a 5 nm process at TSMC. Both are listed as Active production status.

The Intel part belongs to the Arc Graphics-M (Panther Lake) generation and is an integrated graphics processor, or IGP. The NVIDIA part belongs to the Server Hopper (Hxx) generation and is an SXM module. The bus interface for the Intel part is IGP, while the NVIDIA part uses PCIe 5.0 x16. The NVIDIA part has no display outputs; the Intel part has display outputs described as portable device dependent.

The NVIDIA H20 NVL16 contains 80,000 million transistors on a die size of 814 mm², giving a transistor density of 98.3M per mm². The Intel part has unknown transistor count and die size in the database. The NVIDIA part uses 9984 shading units, 312 texture mapping units, and 24 raster output units. It also includes 312 tensor cores. The Intel part uses 512 shading units, 32 TMUs, and 16 ROPs. It includes 4 ray tracing cores and no listed tensor cores.

Clock behavior differs substantially. The Intel Arc Graphics 4 Xe Mobile has a base clock of 300 MHz and a boost clock of 2300 MHz. The NVIDIA H20 NVL16 has a base clock of 1830 MHz and a boost clock of 1980 MHz. The Intel part boosts to a higher absolute frequency, but the NVIDIA part operates with a much higher base clock and far more execution units.

API support diverges completely. The Intel part supports DirectX 12 Ultimate (12_2), OpenGL 4.6, and Vulkan 1.4. The NVIDIA part lists N/A for DirectX, OpenGL, and Vulkan, reflecting its server-oriented role with no graphics API stack in the database.

Where Each One Wins

The NVIDIA H20 NVL16 wins in every specification category where a numeric comparison is possible. FP32 compute, FP16 compute, texture rate, pixel rate, memory capacity, memory bandwidth, shading units, TMUs, ROPs, and tensor cores all favor the NVIDIA part. The only categories where the Intel part leads are boost clock frequency and the presence of ray tracing cores, both narrow advantages.

The Intel Arc Graphics 4 Xe Mobile holds advantages in integration and power envelope. Its TDP is 25 W, while the NVIDIA H20 NVL16 has a TDP of 400 W. The Intel part requires no power connectors and no suggested PSU, while the NVIDIA part lists a suggested PSU of 800 W. The Intel part is an IGP with portable device dependent display outputs, meaning it is designed to sit inside a mobile system without a separate power delivery setup. The NVIDIA part is an SXM module with no display outputs, designed for server installations.

The NVIDIA H20 NVL16 delivers 400 W of compute capability aimed at data center workloads. The Intel part delivers 25 W of integrated graphics capability aimed at portable devices. The use case split is not subtle: the NVIDIA part exists for high-throughput compute in server racks, while the Intel part exists for on-device graphics in mobile systems.

The memory configuration reinforces the split. The NVIDIA H20 NVL16 has 96 GB of dedicated HBM3 memory with 4.03 TB/s of bandwidth. The Intel part relies on system shared memory, with bandwidth listed as system dependent. For workloads that scale with memory capacity and bandwidth, such as large model inference or dense data processing, the NVIDIA part is the only viable option. For workloads that need low power and tight integration with a host processor, the Intel part is the only viable option.

Specification Differences

The following fields differ between the two products in the database:

  • Chip: Panther Lake versus GH100
  • Architecture: Xe3-LPG versus Hopper
  • Generation: Arc Graphics-M (Panther Lake) versus Server Hopper (Hxx)
  • Process node: 3 nm versus 5 nm
  • Foundry: Intel versus TSMC
  • Transistors: unknown versus 80,000 million
  • Die size: unknown versus 814 mm²
  • Transistor density: not listed versus 98.3M per mm²
  • Base clock: 300 MHz versus 1830 MHz
  • Boost clock: 2300 MHz versus 1980 MHz
  • Memory clock: system shared versus 1313 MHz, 5.3 Gbps effective
  • Memory size: system shared versus 96 GB
  • Memory type: system shared versus HBM3
  • Memory bus width: system shared versus 6144 bit
  • Memory bandwidth: system dependent versus 4.03 TB/s
  • Shading units: 512 versus 9984
  • TMUs: 32 versus 312
  • ROPs: 16 versus 24
  • RT cores: 4 versus not listed
  • Tensor cores: not listed versus 312
  • Pixel rate: 36.80 GPixel/s versus 47.52 GPixel/s
  • Texture rate: 73.60 GTexel/s versus 617.8 GTexel/s
  • FP32: 2.355 TFLOPS versus 39.54 TFLOPS
  • FP16: 4.710 TFLOPS versus 79.07 TFLOPS
  • TDP: 25 W versus 400 W
  • Slot width: IGP versus SXM Module
  • Power connectors: none versus not listed
  • Suggested PSU: not listed versus 800 W
  • Bus interface: IGP versus PCIe 5.0 x16
  • Display outputs: portable device dependent versus no outputs
  • DirectX: 12 Ultimate (12_2) versus N/A
  • OpenGL: 4.6 versus N/A
  • Vulkan: 1.4 versus N/A
  • Release date: 2026-01-26 versus 2025-09-01
  • Predecessor: not listed versus Server Ada
  • Successor: not listed versus Server Blackwell

The shading unit count difference is the most dramatic: 9984 versus 512, a factor of 19.5. The tensor core count of 312 on the NVIDIA part has no counterpart on the Intel part. The memory bandwidth difference is likewise categorical: 4.03 TB/s dedicated versus system dependent shared memory.

FAQ

Q: Which GPU has higher FP32 compute performance?

A: The NVIDIA H20 NVL16 delivers 39.54 TFLOPS of FP32 compute, while the Intel Arc Graphics 4 Xe Mobile delivers 2.355 TFLOPS. The NVIDIA part is approximately 16.8 times higher.

Q: Which GPU has more shading units?

A: The NVIDIA H20 NVL16 has 9984 shading units. The Intel Arc Graphics 4 Xe Mobile has 512 shading units.

Q: Does the Intel part support any graphics APIs?

A: Yes. The Intel Arc Graphics 4 Xe Mobile supports DirectX 12 Ultimate (12_2), OpenGL 4.6, and Vulkan 1.4. The NVIDIA H20 NVL16 lists N/A for all three APIs.

Q: How much memory does each GPU have?

A: The NVIDIA H20 NVL16 has 96 GB of HBM3 memory on a 6144 bit bus with 4.03 TB/s of bandwidth. The Intel Arc Graphics 4 Xe Mobile uses system shared memory with system dependent bandwidth.

Q: What are the power requirements for each GPU?

A: The Intel Arc Graphics 4 Xe Mobile has a TDP of 25 W and requires no power connectors. The NVIDIA H20 NVL16 has a TDP of 400 W and lists a suggested PSU of 800 W.

Q: Which GPU has ray tracing cores?

A: The Intel Arc Graphics 4 Xe Mobile has 4 ray tracing cores. The NVIDIA H20 NVL16 does not list ray tracing cores in the database.

Q: What process nodes do the two GPUs use?

A: The Intel Arc Graphics 4 Xe Mobile uses a 3 nm process at Intel. The NVIDIA H20 NVL16 uses a 5 nm process at TSMC.

The Verdict

The data separates these two products cleanly by role. The Intel Arc Graphics 4 Xe Mobile is an integrated processor aimed at portable devices. It uses 25 W, integrates into the host system, supports a full graphics API stack, and provides 2.355 TFLOPS of FP32 compute and 4.710 TFLOPS of FP16 compute. Its boost clock of 2300 MHz is higher than the NVIDIA part's 1980 MHz, and it is the only one of the two with ray tracing cores. Its 4 ray tracing cores and 512 shading units suit light graphics workloads in mobile contexts.

The NVIDIA H20 NVL16 is a server module aimed at data center compute. It uses 400 W, requires an 800 W suggested PSU, and provides 39.54 TFLOPS of FP32 and 79.07 TFLOPS of FP16. Its 9984 shading units, 312 tensor cores, and 96 GB of HBM3 memory with 4.03 TB/s bandwidth position it for large-scale parallel workloads. It has no display outputs and no graphics API support in the database, which confirms it is not designed for rendering to a screen.

The database shows no benchmark scores for either product, and both hold the same 50th percentile rank against all GPUs. That means the recorded data does not rank one above the other in measured performance. The specification data, however, is unambiguous about scale. The NVIDIA part is ahead in every compute and memory metric by multiples, often by more than an order of magnitude. The Intel part is ahead in integration, power draw, clock speed, ray tracing capability, and graphics API compatibility.

A user selecting between these two would be choosing between two entirely different product classes. The Intel Arc Graphics 4 Xe Mobile fits a mobile system where power is limited, space is constrained, and graphics output is required. The NVIDIA H20 NVL16 fits a server chassis where power delivery is substantial, compute density is paramount, and display output is irrelevant. The production status for both is Active, and the release dates are within months of each other: the NVIDIA part released on 2025-09-01, and the Intel part released on 2026-01-26. Neither product is a substitute for the other.

The predecessor and successor fields reinforce this. The NVIDIA H20 NVL16 lists Server Ada as its predecessor and Server Blackwell as its successor, placing it in an ongoing server product line. The Intel part lists no predecessor or successor, marking it as a first-generation entry in the Arc Graphics-M (Panther Lake) family. One product has a lineage and a roadmap in the server segment; the other is a new integrated solution in the mobile segment.

The verdict from the recorded data is straightforward: the NVIDIA H20 NVL16 is the compute-dominant part by every measurable specification, and the Intel Arc Graphics 4 Xe Mobile is the integration-dominant part by power, size, and graphics capability. The choice depends entirely on whether the workload is server-side compute or mobile graphics. The database does not provide benchmark evidence to overturn that specification-level conclusion.

DETAILED SPECIFICATIONS

SPECIFICATION
Graphics 4 Xe Mobile
H20 NVL16
Core Specs
Shading Units
512
9,984 +1850.0%
Shaders
512
9,984 +1850.0%
TMUs
32
312 +875.0%
ROPs
16
24 +50.0%
SM Count
—
78
Execution Units
8
—
Clocks
Base Clock
300 MHz
1830 MHz
Boost Clock
2300 MHz
1980 MHz
Memory Clock
System Shared
1313 MHz 5.3 Gbps effective
Memory
Memory Size
System Shared
96 GB
VRAM (MB)
—
98,304
Memory Type
System Shared
HBM3
Memory Bus
System Shared
6144 bit
Bandwidth
System Dependent
4.03 TB/s
Cache
L1 Cache
64 KB (per EU)
256 KB (per SM)
L2 Cache
16 MB
60 MB
Performance
Pixel Rate
36.80 GPixel/s
47.52 GPixel/s
Texture Rate
73.60 GTexel/s
617.8 GTexel/s
FP32 (TFLOPS)
2.355 TFLOPS
39.54 TFLOPS
FP64 (TFLOPS)
294.4 GFLOPS (1:8)
19.77 TFLOPS (1:2)
FP16 (TFLOPS)
4.710 TFLOPS (2:1)
79.07 TFLOPS (2:1)
AI/RT
RT Cores
4
—
Tensor Cores
—
312
XMX Cores
32
—
Power
TDP
25 W
400 W
TDP (W)
25
400 +1500.0%
Suggested PSU
—
800 W
Power Connectors
None
—
Architecture
Architecture
Xe3-LPG
Hopper
GPU Name
Panther Lake
GH100
Generation
Arc Graphics-M (Panther Lake)
Server Hopper (Hxx)
Process Size
3 nm
5 nm
Transistors
unknown
80,000 million
Die Size
unknown
814 mm²
Foundry
Intel
TSMC
Density
—
98.3M / mm²
API Support
DirectX
12 Ultimate (12_2)
—
OpenGL
4.6
—
Vulkan
1.4
—
OpenCL
3.0
3.0
CUDA
—
9.0
Shader Model
6.9
—
Physical
Slot Width
IGP
SXM Module
Outputs
Portable Device Dependent
No outputs
Bus Interface
IGP
PCIe 5.0 x16
Other
Production
Active
Active
Predecessor
—
Server Ada
Successor
—
Server Blackwell
View Arc Graphics 4 Xe Mobile Details View H20 NVL16 Details