Intel Graphics 24EU Mobile vs NVIDIA GeForce RTX 4080 Max-Q Comparison
Intel Graphics 24EU Mobile
GeForce RTX 4080 Max-Q
Analysis: Intel Graphics 24EU Mobile vs NVIDIA GeForce RTX 4080 Max-Q
Where Each One Wins
The recorded data describes two fundamentally different mobile graphics solutions, and their respective strengths are almost entirely determined by their design goals. The Intel Graphics 24EU Mobile is an integrated processor graphics unit aimed at basic display output and light compute tasks, while the NVIDIA GeForce RTX 4080 Max-Q is a high-end discrete-class mobile GPU for demanding gaming and professional workloads. The benchmark data shows no direct head-to-head wins for either part, but the specification differences make the use-case split unambiguous.
The Intel Graphics 24EU Mobile wins in the domain of ultra-low-power integrated graphics. Its 6 W TDP positions it as a component that can be built into compact, fanless, or passively cooled portable devices. The system-shared memory architecture means it requires no dedicated VRAM allocation, reducing overall system cost and complexity. For tasks such as desktop composition, video decode, and lightweight 2D acceleration, this part is sufficient. Its 50th percentile ranking versus all GPUs indicates it sits at the median of the entire database, which for an integrated part is a reasonable position given that the database includes many older and lower-end discrete parts.
The NVIDIA GeForce RTX 4080 Max-Q wins in every performance-intensive category. Its 60 W TDP is ten times higher than the Intel part, and that power budget is put to use across 7424 shading units, 232 texture mapping units, and 80 render output units. The RTX 4080 Max-Q also includes 58 ray tracing cores and 232 tensor cores, making it the only one of the two capable of hardware-accelerated ray tracing and AI-based features such as DLSS. The 12 GB GDDR6 memory with a 192-bit bus and 432.0 GB/s bandwidth is a dedicated pool of high-speed VRAM, entirely separate from system memory.
The use-case split is therefore clear. The Intel part is for devices where power consumption and physical space are the primary constraints, and where the GPU is not expected to handle modern 3D games or GPU-accelerated creative workloads. The NVIDIA part is for laptops where maximum graphics performance is the priority, even at the cost of higher power draw and the need for more substantial cooling. The data shows no overlap in their intended application spaces.
Architecture Differences
The two GPUs come from different manufacturers, use different architectures, and are built on different process nodes. The Intel Graphics 24EU Mobile uses the Xe-LP architecture, which is Intel's low-power graphics microarchitecture. It is built on a 10 nm process at Intel's own foundry. The chip is codenamed Twin Lake and belongs to the HD Graphics-T (Twin Lake) generation. The NVIDIA GeForce RTX 4080 Max-Q uses the Ada Lovelace architecture, built on a 5 nm process at TSMC. Its chip is codenamed AD104 and belongs to the GeForce 40 Mobile generation.
The transistor counts reflect the massive scale difference. The NVIDIA part contains 35,800 million transistors on a 294 mm² die, giving a transistor density of 121.8 million transistors per square millimeter. The Intel part's transistor count and die size are listed as unknown, but its 192 shading units and 6 W TDP indicate a very small chip. The process node difference also matters: TSMC's 5 nm process is more advanced than Intel's 10 nm process, allowing NVIDIA to pack far more transistors into a similarly sized die area.
The memory architecture differs completely. The Intel part uses system-shared memory, meaning it borrows from the main system RAM. Its memory type, bus width, and bandwidth are all listed as "System Shared" or "System Dependent," with bandwidth dependent on the host system's memory configuration. The NVIDIA part has 12 GB of dedicated GDDR6 memory on a 192-bit bus, delivering 432.0 GB/s of bandwidth. This dedicated memory is critical for gaming and GPU compute, where consistent high-bandwidth access to data is required.
The compute resources differ by an order of magnitude. The Intel part has 192 shading units, 12 TMUs, and 4 ROPs. The NVIDIA part has 7424 shading units, 232 TMUs, and 80 ROPs. The NVIDIA part also has 58 RT cores and 232 tensor cores, while the Intel part has none. The pixel rate is 4.000 GPixel/s for Intel versus 108.0 GPixel/s for NVIDIA, and the texture rate is 12.00 GTexel/s versus 313.2 GTexel/s.
The FP32 compute throughput shows the gap most starkly. The Intel part delivers 384.0 GFLOPS, while the NVIDIA part delivers 20.04 TFLOPS, roughly 52 times higher. The FP16 numbers are also instructive: Intel delivers 768.0 GFLOPS at a 2:1 ratio relative to FP32, while NVIDIA delivers 20.04 TFLOPS at a 1:1 ratio. The 2:1 ratio on Intel means FP16 is processed at twice the rate of FP32, a common design for integrated GPUs. The 1:1 ratio on NVIDIA means FP16 and FP32 are processed at the same rate, which is typical for NVIDIA's Ada Lovelace architecture.
The bus interface differs as well. The Intel part uses a Ring Bus, which is typical for integrated graphics on Intel processors. The NVIDIA part uses PCIe 4.0 x16, a high-bandwidth external interface. The power delivery also differs: the Intel part has no power connectors listed, while the NVIDIA part also has no power connectors listed, but the TDP figures (6 W versus 60 W) make it clear that the NVIDIA part requires substantial power delivery.
FAQ
Q: Which GPU has more shading units?
A: The NVIDIA GeForce RTX 4080 Max-Q has 7424 shading units, while the Intel Graphics 24EU Mobile has 192 shading units.
Q: What memory configuration does each GPU use?
A: The Intel Graphics 24EU Mobile uses system-shared memory with no dedicated VRAM, while the NVIDIA GeForce RTX 4080 Max-Q uses 12 GB of GDDR6 memory on a 192-bit bus with 432.0 GB/s bandwidth.
Q: Does the Intel Graphics 24EU Mobile support ray tracing?
A: No, the Intel part has no ray tracing cores listed. The NVIDIA GeForce RTX 4080 Max-Q has 58 ray tracing cores.
Q: What is the TDP difference between the two GPUs?
A: The Intel Graphics 24EU Mobile has a 6 W TDP, while the NVIDIA GeForce RTX 4080 Max-Q has a 60 W TDP, a tenfold difference.
Q: Which GPU supports DirectX 12 Ultimate?
A: The NVIDIA GeForce RTX 4080 Max-Q supports DirectX 12 Ultimate (12_2). The Intel Graphics 24EU Mobile supports DirectX 12 (12_1), which is a lower feature level.
Q: What are the FP32 compute throughput figures?
A: The Intel Graphics 24EU Mobile delivers 384.0 GFLOPS, while the NVIDIA GeForce RTX 4080 Max-Q delivers 20.04 TFLOPS.
Specification Differences
The two GPUs differ across nearly every specification field in the database. The Intel Graphics 24EU Mobile is manufactured by Intel, uses the Xe-LP architecture, and is built on a 10 nm process at Intel's foundry. The NVIDIA GeForce RTX 4080 Max-Q is manufactured by NVIDIA, uses the Ada Lovelace architecture, and is built on a 5 nm process at TSMC. The NVIDIA part has a known transistor count of 35,800 million and a die size of 294 mm²; the Intel part's transistor count and die size are listed as unknown.
The clock speeds differ substantially. The Intel part has a base clock of 300 MHz and a boost clock of 1000 MHz. The NVIDIA part has a base clock of 795 MHz and a boost clock of 1350 MHz. The NVIDIA part's memory clock is 2250 MHz with 18 Gbps effective data rate, while the Intel part's memory clock is listed as "System Shared."
The memory specifications are entirely different. The Intel part has system-shared memory with system-dependent bandwidth. The NVIDIA part has 12 GB of GDDR6 memory, a 192-bit bus width, and 432.0 GB/s bandwidth.
The core counts are vastly different. The Intel part has 192 shading units, 12 TMUs, and 4 ROPs. The NVIDIA part has 7424 shading units, 232 TMUs, and 80 ROPs. The NVIDIA part also has 58 RT cores and 232 tensor cores, while the Intel part has none.
The compute rates reflect the core count differences. The Intel part has a pixel rate of 4.000 GPixel/s and a texture rate of 12.00 GTexel/s. The NVIDIA part has a pixel rate of 108.0 GPixel/s and a texture rate of 313.2 GTexel/s. The FP32 throughput is 384.0 GFLOPS for Intel versus 20.04 TFLOPS for NVIDIA. The FP16 throughput is 768.0 GFLOPS at a 2:1 ratio for Intel versus 20.04 TFLOPS at a 1:1 ratio for NVIDIA.
The TDP is 6 W for Intel and 60 W for NVIDIA. Both are listed as IGP slot width, meaning they are integrated into the system rather than being separate add-in cards. The bus interface is Ring Bus for Intel and PCIe 4.0 x16 for NVIDIA. Both have display outputs listed as "Portable Device Dependent."
The API support differs in DirectX version. The Intel part supports DirectX 12 (12_1), while the NVIDIA part supports DirectX 12 Ultimate (12_2). Both support OpenGL 4.6 and Vulkan 1.4. The release dates differ: the Intel part was released in December 2024, while the NVIDIA part was released in January 2023. The NVIDIA part has a predecessor (GeForce 30 Mobile) and a successor (GeForce 50 Mobile), while the Intel part has neither listed.
Head-to-Head Benchmarks
The database contains no direct head-to-head benchmark scores for these two GPUs. The wins count is zero for both parts, and the head-to-head benchmark array is empty. However, the recorded specification data allows for a comparison of theoretical performance ceilings, and the differences are extreme.
The largest single gap is in FP32 compute throughput. The NVIDIA part delivers 20.04 TFLOPS, which is approximately 52 times the Intel part's 384.0 GFLOPS. This gap is so large that the Intel part is effectively unable to participate in the same workloads. Modern 3D games, GPU-accelerated video encoding, and machine learning inference all require FP32 throughput in the multi-TFLOPS range, which the Intel part cannot provide.
The texture rate gap is similarly large. The NVIDIA part processes 313.2 GTexel/s, while the Intel part processes 12.00 GTexel/s, a factor of roughly 26. Texture fill rate is critical for rendering detailed scenes with high-resolution textures, and the Intel part's 12 TMUs simply cannot keep up with the NVIDIA part's 232 TMUs.
The pixel rate gap is also substantial. The NVIDIA part outputs 108.0 GPixel/s, while the Intel part outputs 4.000 GPixel/s, a factor of 27. Pixel rate determines how quickly a GPU can fill the screen with rendered pixels, and the Intel part's 4 ROPs limit it to basic display output.
Memory bandwidth is another massive differentiator. The NVIDIA part has 432.0 GB/s of dedicated bandwidth, while the Intel part depends on system memory and has no dedicated bandwidth figure. The database lists the Intel part's bandwidth as "System Dependent," meaning it varies based on the host system's memory configuration. Even with fast system memory, the shared nature of the bandwidth means the GPU must compete with the CPU for memory access.
The FP16 throughput shows a different ratio pattern. The Intel part delivers 768.0 GFLOPS at a 2:1 FP16 to FP32 ratio, while the NVIDIA part delivers 20.04 TFLOPS at a 1:1 ratio. This means the NVIDIA part's FP16 advantage is about 26 times, rather than the 52 times seen in FP32. The 2:1 ratio on the Intel part indicates it can process FP16 at twice the rate of FP32, which is a common optimization for integrated GPUs that may handle some light compute tasks. The 1:1 ratio on the NVIDIA part indicates full-rate FP16 processing, which is standard for NVIDIA's recent architectures.
The ray tracing and tensor core counts further separate the parts. The NVIDIA part has 58 RT cores and 232 tensor cores, while the Intel part has none. This means the NVIDIA part can handle hardware-accelerated ray tracing and AI-based features, while the Intel part cannot. The absence of these units in the Intel part is consistent with its integrated, low-power design.
The Verdict
The data indicates that these two GPUs serve entirely different markets. The Intel Graphics 24EU Mobile is designed for ultra-low-power integrated graphics in devices where 6 W TDP and system-shared memory are acceptable constraints. Its 192 shading units, 12 TMUs, and 4 ROPs are sufficient for basic display output and lightweight tasks, but the 384.0 GFLOPS FP32 throughput and system-dependent bandwidth place it far below the performance level required for modern gaming or GPU compute.
The NVIDIA GeForce RTX 4080 Max-Q is designed for high-performance mobile gaming and creative work. Its 7424 shading units, 232 TMUs, 80 ROPs, 58 RT cores, and 232 tensor cores provide substantial compute resources. The 20.04 TFLOPS FP32 throughput, 432.0 GB/s dedicated memory bandwidth, and 12 GB GDDR6 memory enable it to handle demanding games, ray-traced scenes, and AI-accelerated workloads.
The 60 W TDP of the NVIDIA part is ten times that of the Intel part, and this power budget is what enables the massive performance difference. The 5 nm TSMC process allows NVIDIA to pack 35,800 million transistors into the AD104 chip, while the Intel part's 10 nm process and integrated design target minimal power draw.
The direct comparison is not meaningful in a competitive sense, as the parts are not alternatives for the same system. A device with the Intel Graphics 24EU Mobile is a low-power portable system, while a device with the NVIDIA GeForce RTX 4080 Max-Q is a high-performance laptop. The data confirms that anyone requiring 3D gaming, ray tracing, or GPU compute must use the NVIDIA part. The Intel part is appropriate only for systems where power consumption is the overriding priority and graphics performance is not a consideration.