Intel GMA 3000
Intel graphics card specifications and benchmark scores
At a Glance
IntelIntel GMA 3000 Specifications
GPU Core
Shader units and compute resources
The Intel GMA 3000 GPU core specifications define its raw processing power for graphics and compute workloads. Shading units (also called CUDA cores, stream processors, or execution units depending on manufacturer) handle the parallel calculations required for rendering. TMUs (Texture Mapping Units) process texture data, while ROPs (Render Output Units) handle final pixel output. Higher shader counts generally translate to better GPU benchmark performance, especially in demanding games and 3D applications.
GMA 3000 Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the GMA 3000's performance in GPU benchmarks and real-world gaming. The base clock represents the minimum guaranteed frequency, while the boost clock indicates peak performance under optimal thermal conditions. Memory clock speed affects texture loading and frame buffer operations. The GMA 3000 by Intel dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
Intel's GMA 3000 Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The GMA 3000's memory capacity determines how well it handles high-resolution textures and multiple displays. Memory bandwidth, measured in GB/s, affects how quickly data moves between the GPU and VRAM. Higher bandwidth improves performance in memory-intensive scenarios like 4K gaming. The memory bus width and type (GDDR6, GDDR6X, HBM) significantly influence overall GPU benchmark scores.
GMA 3000 Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the Intel GMA 3000 against other graphics cards. FP32 (single-precision) performance, measured in TFLOPS, indicates compute capability for gaming and general GPU workloads. FP64 (double-precision) matters for scientific computing. Pixel and texture fill rates determine how quickly the GPU can render complex scenes. While real-world GPU benchmark results depend on many factors, these specifications help predict relative performance levels.
Generation 4.0 Architecture & Process
Manufacturing and design details
The Intel GMA 3000 is built on Intel's Generation 4.0 architecture, which defines how the GPU processes graphics and compute workloads. The manufacturing process node affects power efficiency, thermal characteristics, and maximum clock speeds. Smaller process nodes pack more transistors into the same die area, enabling higher performance per watt. Understanding the architecture helps predict how the GMA 3000 will perform in GPU benchmarks compared to previous generations.
Power & Thermal
TDP and power requirements
Power specifications for the Intel GMA 3000 determine PSU requirements and thermal management needs. TDP (Thermal Design Power) indicates the heat output under typical loads, guiding cooler selection. Power connector requirements ensure adequate power delivery for stable operation during demanding GPU benchmarks. The suggested PSU wattage accounts for the entire system, not just the graphics card. Efficient power delivery enables the GMA 3000 to maintain boost clocks without throttling.
GMA 3000 by Intel Physical & Connectivity
Dimensions and outputs
Physical dimensions of the Intel GMA 3000 are critical for case compatibility. Card length, height, and slot width determine whether it fits in your chassis. The PCIe interface version affects bandwidth for communication with the CPU. Display outputs define monitor connectivity options, with modern cards supporting multiple high-resolution displays simultaneously. Verify these specifications against your case and motherboard before purchasing to ensure a proper fit.
Intel API Support
Graphics and compute APIs
API support determines which games and applications can fully utilize the Intel GMA 3000. DirectX 12 Ultimate enables advanced features like ray tracing and variable rate shading. Vulkan provides cross-platform graphics capabilities with low-level hardware access. OpenGL remains important for professional applications and older games. CUDA (NVIDIA) and OpenCL enable GPU compute for video editing, 3D rendering, and scientific applications. Higher API versions unlock newer graphical features in GPU benchmarks and games.
GMA 3000 Product Information
Release and pricing details
The Intel GMA 3000 is manufactured by Intel as part of their graphics card lineup. Release date and launch pricing provide context for comparing GPU benchmark results with competing products from the same era. Understanding the product lifecycle helps evaluate whether the GMA 3000 by Intel represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.
About Intel GMA 3000
The Intel GMA 3000 is an end-of-life integrated graphics processor built on Intel's 90 nm process, using the Broadwater chip and Generation 4.0 architecture. It offers no dedicated VRAM, instead sharing system memory, and its performance metrics — a pixel rate of 2.668 GPixel/s and a texture rate of 2.668 GTexel/s — place it at the 50th percentile of all GPUs in the database, though its average benchmark score is recorded as 0. This is a legacy part for basic display output rather than any modern workload.
Who Should Consider It
The GMA 3000 is suited only to legacy operating systems and applications from the era of its May 31, 2006 release. Its API support is limited to DirectX 9.0c and OpenGL 2.0, with no Vulkan support, so any software requiring newer APIs will not run. With 4 texture mapping units and 4 render output units, the pixel rate of 2.668 GPixel/s and texture rate of 2.668 GTexel/s indicate a part capable of only the most modest graphical workloads. The system-shared memory architecture means performance scales with the host system's RAM, and bandwidth is described as "System Dependent," so faster system memory yields better results. The 13 W TDP makes it a low-power option for office productivity, 2D desktop compositing, and video playback of era-appropriate content. Anyone considering this GPU today should do so only for retro computing or as a basic framebuffer for a motherboard with no other display output. It is not a candidate for high-resolution or high-settings gaming, as the data shows no benchmark scores to support such claims.
How It Compares
The FACT PACK lists no nearest rivals for the Intel GMA 3000; the nearestRivals array is empty. This absence of comparative data means the database contains no rival scores or deltaPct values against which to position this GPU. The 50th percentile ranking among all GPUs is a positional measure, but with an average benchmark score of 0, there is no measured performance to compare against any other part. The only quantitative points of reference are its internal specifications: 4 TMUs, 4 ROPs, a pixel rate of 2.668 GPixel/s, a texture rate of 2.668 GTexel/s, and a 13 W TDP. The equal pixel and texture rates suggest a balanced but minimal design, with a 1:1 ratio of texture units to ROPs. Without rival data, the GMA 3000 occupies a unique position: a median-ranked GPU with zero recorded benchmark results.
Ray Tracing and Feature Set
The GMA 3000 has no ray tracing cores and no tensor cores; both fields are listed as null in the FACT PACK. This means there is no hardware acceleration for ray-traced rendering or for AI-based tensor operations. The API support is confined to DirectX 9.0c and OpenGL 2.0, with no Vulkan support, so the GPU predates all modern graphics APIs and cannot execute workloads requiring DirectX 10 or later, OpenGL 3.0 or later, or any Vulkan-based application. The feature set is fixed-function for its generation: 4 texture mapping units handle texturing, and 4 render output units handle pixel output. The bus interface is FSB (Front Side Bus), tying the GPU to the system's front-side bus rather than a dedicated graphics connection, which limits data transfer rates. Display outputs are motherboard dependent, so the actual ports available vary by motherboard design. There is no hardware ray tracing support, and no tensor-core-accelerated features are present.
FAQ
Q: Does the Intel GMA 3000 support ray tracing?
A: No. The FACT PACK lists no ray tracing cores, so there is no hardware support for ray-traced rendering.
Q: What DirectX and OpenGL versions does it support?
A: It supports DirectX 9.0c and OpenGL 2.0. It does not support Vulkan.
Q: How much memory does the GMA 3000 have?
A: It has no dedicated memory. The memory size, type, and bus width are all "System Shared," meaning it uses the host system's RAM, and bandwidth is "System Dependent."
Q: What is the power consumption of this GPU?
A: The TDP is 13 W. It has no power connectors and no suggested PSU, consistent with an integrated graphics processor (IGP) that draws power from the motherboard.
Q: Is the GMA 3000 still in production?
A: No. The production status is "End-of-life," and it was released on May 31, 2006.
Q: What process node is the GMA 3000 built on?
A: It is built on Intel's 90 nm process, with the chip designated "Broadwater" and the architecture designated "Generation 4.0."
Memory Subsystem
The GMA 3000's memory subsystem is entirely system-shared. The FACT PACK lists memory size as "System Shared," memory type as "System Shared," bus width as "System Shared," and bandwidth as "System Dependent." There is no dedicated VRAM; the GPU borrows from the host system's main memory. The implications for high resolutions are straightforward: because bandwidth is system dependent, the GPU's ability to fill large framebuffers at high resolutions is constrained by the host memory's speed and the FSB interface through which the GPU communicates. The FSB bus interface shares the front-side bus with the CPU and other system components, creating potential contention. For a GPU with a pixel rate of 2.668 GPixel/s and a texture rate of 2.668 GTexel/s, the available memory bandwidth will determine whether those rates can be sustained. At high resolutions, the system-shared memory would likely become a bottleneck, as the framebuffer would consume a significant portion of available system memory bandwidth. The data does not specify a maximum resolution, but the combination of system-dependent bandwidth and a 90 nm-era integrated design strongly suggests this part is intended for the modest display resolutions typical of its release period, not modern high-density panels.
Power and Cooling
The Intel GMA 3000 has a TDP of 13 W. It is an integrated graphics processor with a slot width of "IGP," meaning it is not a discrete card but is integrated into the motherboard chipset. The FACT PACK lists no power connectors and no suggested PSU, which is consistent with an IGP that draws power from the motherboard's chipset power delivery rather than from a dedicated graphics power cable. The 13 W TDP is modest, indicating that passive cooling — a simple heatsink or existing case airflow — would be sufficient. There are no dimensions listed for length, height, or width, reinforcing that this is not a physical expansion card. Because it is an IGP, the cooling solution is motherboard-dependent; some motherboards include a small heatsink over the chipset, while others rely on case airflow. The absence of a suggested PSU means the power supply requirement is determined by the rest of the system, not by this GPU. The 90 nm process node contributes to the low 13 W figure, as does the limited feature set with no RT or tensor cores. For a system builder, the GMA 3000 imposes essentially no additional power or cooling burden beyond the motherboard's chipset requirements.
Benchmark Performance
The benchmark data for the Intel GMA 3000 is minimal: the average benchmark score is 0, and the percentile versus all GPUs is 50. The zero average score indicates that no benchmark runs have been recorded in the database for this part, so there are no direct performance measurements to analyze. The 50th percentile placement is a positional statistic that places it exactly at the median of all GPUs in the database, though this is a rank based on the database's distribution, not on measured performance. The only quantitative performance indicators available are the pixel rate of 2.668 GPixel/s and the texture rate of 2.668 GTexel/s, both derived from the 4 TMUs and 4 ROPs operating at the GPU's clock (though the base and boost clocks are not listed). These rates are identical, which is notable: in many GPUs, pixel rate and texture rate diverge, but here the symmetry suggests a 1:1 ratio of texture units to ROPs — 4 of each — with a single unified clock governing both. With no nearest rivals listed, there are no deltaPct values to report. The absence of rival comparisons and benchmark scores means that the GMA 3000's performance cannot be contextualized against other GPUs in the database. The data shows a part that, on paper, is capable of 2.668 gigapixels per second and 2.668 gigatexels per second, but without benchmark scores, the real-world translation of those figures remains unverified. The 50th percentile rank, taken at face value, would place it in the middle of the GPU distribution, but the zero benchmark score cautions against any strong performance claims. In summary, the benchmark performance of the GMA 3000 is defined by its absence of data: no scores, no rivals, and only the theoretical pixel and texture rates as evidence of its capability.
Detailed benchmark scores and charts for the Intel GMA 3000 are below.
Benchmark Scores
No benchmark data available for this GPU.
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