ARC

Intel GMA 500

Intel graphics card specifications and benchmark scores

VRAM
MHz Boost
TDP
Bus Width

At a Glance

Intel
VRAM System Shared
Shaders 32
Memory Type System Shared
Architecture PowerVR SGX535
nm
Process 130 nm
Released Mar 2008

Intel GMA 500 Specifications

GMA 500 GPU Core

Shader units and compute resources

The Intel GMA 500 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.

Shading Units
32
Shaders
32
TMUs
4
ROPs
1
Execution Units
4

GMA 500 Clock Speeds

GPU and memory frequencies

Clock speeds directly impact the GMA 500'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 500 by Intel dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.

GPU Clock
200 MHz
Memory Clock
System Shared
GDDR GDDR 6X 6X

Intel's GMA 500 Memory

VRAM capacity and bandwidth

VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The GMA 500'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.

Memory Size
System Shared
Memory Type
System Shared
VRAM Type
System Shared
Memory Bus
System Shared
Bandwidth
System Dependent

GMA 500 Theoretical Performance

Compute and fill rates

Theoretical performance metrics provide a baseline for comparing the Intel GMA 500 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.

FP32 (Float)
12.80 GFLOPS
Pixel Rate
200.0 MPixel/s
Texture Rate
800.0 MTexel/s

PowerVR SGX535 Architecture & Process

Manufacturing and design details

The Intel GMA 500 is built on Intel's PowerVR SGX535 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 500 will perform in GPU benchmarks compared to previous generations.

Architecture
PowerVR SGX535
GPU Name
Poulsbo
Process Node
130 nm
Foundry
Intel

Intel's GMA 500 Power & Thermal

TDP and power requirements

Power specifications for the Intel GMA 500 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 500 to maintain boost clocks without throttling.

GMA 500 by Intel Physical & Connectivity

Dimensions and outputs

Physical dimensions of the Intel GMA 500 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.

Slot Width
IGP
Bus Interface
PCIe 1.0 x16
Display Outputs
Portable Device Dependent
Display Outputs
Portable Device Dependent

Intel API Support

Graphics and compute APIs

API support determines which games and applications can fully utilize the Intel GMA 500. 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.

DirectX
10.1
DirectX
10.1
OpenGL
ES 2.0
OpenGL
ES 2.0
Shader Model
4.1

GMA 500 Product Information

Release and pricing details

The Intel GMA 500 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 500 by Intel represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.

Manufacturer
Intel
Release Date
Mar 2008
Production
End-of-life

GMA 500 Benchmark Scores

No benchmark data available for this GPU.

About Intel GMA 500

The Intel GMA 500 is an integrated graphics processor from 2008, built on the PowerVR SGX535 architecture, and the data indicates it was designed for basic 2D and video tasks rather than modern 3D gaming. It holds a 50th percentile ranking among all GPUs in the database, though its average benchmark score is 0, reflecting its absence from standard GPU test suites.

Power and Cooling

The Intel GMA 500 operates as an integrated graphics processor (IGP), meaning it shares the system's power delivery and cooling infrastructure. The FACT PACK lists no TDP figure, no power connector requirement, and no suggested PSU rating, which is consistent with its design as a low-power embedded or portable device component. Because it is an IGP, there is no discrete board to power, and the slot width is listed as "IGP," confirming it occupies no expansion slot.

The absence of a power connector field indicates the GMA 500 draws all its power from the motherboard's chipset power plane, not from a dedicated PCIe power cable. The bus interface is PCIe 1.0 x16, but this refers to the system connection for the chipset, not a physical card slot for the GPU itself. For a system builder, the practical implication is that no additional PSU headroom is needed for the graphics solution alone; any power supply capable of running the host platform will suffice. Thermal management is likewise handled by the system's existing cooling, as no dedicated cooler or fan is listed. The production status is end-of-life, so new units are not available, but legacy systems using this IGP would require no special power or cooling considerations beyond the host laptop or mini-PC's standard design.

Ray Tracing and Feature Set

The GMA 500 does not include dedicated ray tracing cores or tensor cores; both fields are null in the FACT PACK. Its architecture, PowerVR SGX535, is a tile-based deferred renderer that predates hardware-accelerated ray tracing in consumer GPUs. The API support is limited: DirectX 10.1 and OpenGL ES 2.0 are listed, with no Vulkan support. This means the GPU can handle basic DirectX 10.1 titles and OpenGL ES 2.0 workloads, but it lacks the modern API features required for current-generation games.

The shading unit count is 32, with 4 texture mapping units (TMUs) and 1 raster operations unit (ROP). This configuration yields a pixel rate of 200.0 MPixel/s and a texture rate of 800.0 MTexel/s. The FP32 compute performance is 12.80 GFLOPS, which is minuscule by modern standards but was adequate for the intended use case of 2D desktop composition and video playback. The display outputs are listed as "Portable Device Dependent," indicating that the actual connectors (e.g., VGA, LVDS, or DVI) vary by the host device, which is typical for an IGP designed for netbooks and embedded systems. No ray tracing or tensor-based workloads are supported, and the lack of Vulkan further limits compatibility with modern game engines that rely on this API for low-level performance.

Benchmark Performance

No benchmark scores are provided in the FACT PACK; the benchmarks array is empty, and the average benchmark score is 0. The percentile rank against all GPUs is 50, but this is a neutral midpoint likely based on the absence of data rather than measured performance. The nearestRivals array is also empty, so there are no direct comparison points from the database. This means the GMA 500 cannot be quantitatively positioned against competing GPUs using the FACT PACK data alone.

Qualitatively, the raw specs indicate extremely limited 3D capability. The 32 shading units and 1 ROP, combined with a 200.0 MPixel/s pixel fill rate, suggest that any 3D rendering would be confined to very low resolutions and simple geometry. The 12.80 GFLOPS FP32 throughput is roughly two orders of magnitude below what even entry-level discrete GPUs from the same era offered, but the FACT PACK provides no rival numbers to confirm this. The texture rate of 800.0 MTexel/s similarly points to severe bottlenecks in texture-heavy scenes. For DirectX 10.1 applications, the GMA 500 would likely struggle with even medium settings at 800x600, but without benchmark data, this remains an inference from the pixel and texture rates. The key takeaway is that the GMA 500 is not a gaming GPU; its performance profile aligns with 2D desktop acceleration and video decode, not measurable 3D workloads.

FAQ

Q: Does the Intel GMA 500 support hardware ray tracing?

A: No. The FACT PACK lists no RT cores, and the architecture (PowerVR SGX535) predates hardware ray tracing. The API list includes DirectX 10.1 and OpenGL ES 2.0, neither of which supports DXR or similar ray tracing standards.

Q: What is the maximum pixel fill rate of the GMA 500?

A: The pixel rate is 200.0 MPixel/s, which is derived from the 1 ROP and the chip's clock configuration. This is a very low figure suitable only for basic 2D operations.

Q: Can the GMA 500 run modern games?

A: The data shows no benchmark scores and a 50th percentile ranking with a 0 average score. Its API support tops out at DirectX 10.1 and OpenGL ES 2.0, with no Vulkan, so modern titles requiring DirectX 12 or Vulkan will not run.

Q: What memory does the GMA 500 use?

A: The memory size, type, and bus width are all listed as "System Shared," and bandwidth is "System Dependent." This means the GPU uses a portion of the system's main RAM, with performance varying based on the host platform's memory speed.

Q: Is a dedicated power supply required for the GMA 500?

A: No. The slot width is "IGP," and no power connectors or suggested PSU are listed. It draws power from the motherboard, so any PSU that supports the host system is sufficient.

Q: What is the production status of the GMA 500?

A: The production status is "End-of-life," and the release date is March 1, 2008. It is no longer manufactured or supported by Intel for new designs.

Who Should Consider It

The GMA 500 is not suitable for any form of modern 3D gaming. With 32 shading units, a 200.0 MPixel/s pixel rate, and no benchmark scores to suggest otherwise, the data indicates this GPU is limited to 2D applications and basic video playback. The DirectX 10.1 and OpenGL ES 2.0 API support restricts it to software from the late 2000s era, and even then, only at low resolutions and reduced settings. The 12.80 GFLOPS FP32 compute performance is far below what any 3D game requires, making it a non-starter for even casual gaming.

Given its "Portable Device Dependent" display outputs and IGP slot width, this chip was designed for netbooks, embedded systems, and low-power portables where battery life and thermal output take precedence over graphics capability. Users who might consider the GMA 500 are those maintaining legacy hardware for basic office tasks, web browsing, or retro 2D applications that do not leverage 3D acceleration. There is no resolution or settings combination that would make this GPU viable for gaming; the pixel and texture rates are too low to sustain interactive frame rates in any DirectX 10.1 title. The 50th percentile ranking, combined with a 0 average benchmark score, underscores that it occupies a neutral position in the database solely because it was never tested.

Memory Subsystem

The GMA 500 uses system-shared memory, with the size, type, and bus width all listed as "System Shared." This means the GPU has no dedicated VRAM; instead, it dynamically allocates a portion of the host system's RAM for framebuffer and texture storage. The bandwidth is "System Dependent," meaning the effective memory throughput is tied to the speed and configuration of the system's main memory, typically DDR2 or DDR3 in the 2008 timeframe.

The lack of a dedicated memory bus has significant implications for high resolutions. Because the GPU must compete with the CPU for memory bandwidth, any increase in resolution or texture size will directly impact system performance. The 1 ROP limits pixel output to 200.0 MPixel/s, which at 1080p (approximately 2.07 million pixels per frame) would cap the frame rate at under 100 FPS theoretically, but the shared memory bottleneck would reduce this drastically in practice. The texture rate of 800.0 MTexel/s further compounds the issue, as high-resolution textures would exceed the GPU's ability to fetch and filter them in a timely manner. For resolutions above 1024x600 (common in netbooks of that era), the GMA 500 would likely deliver single-digit frame rates in any 3D workload. The memory subsystem is a fundamental limitation: even if the GPU had more shading units, the shared, system-dependent bandwidth would throttle performance. There is no dedicated VRAM capacity to allocate, so large framebuffers for high resolution or antialiasing are not feasible.

How It Compares

The nearestRivals array is empty in the FACT PACK, so there is no direct benchmark comparison available against any other GPU. The percentile rank of 50 places it exactly in the middle of all GPUs in the database, but this is a default position given the absence of benchmark data. Without rival names, scores, or delta percentages, a quantitative comparison is impossible.

Qualitatively, the GMA 500's specifications place it at the absolute bottom of any GPU hierarchy. The 32 shading units and 1 ROP are minimal, and the 12.80 GFLOPS FP32 output is an order of magnitude lower than even integrated graphics from the same era, though the FACT PACK does not provide those rival numbers. The lack of Vulkan support and the reliance on DirectX 10.1 (rather than later versions) further isolates it from any modern comparison. In practice, any discrete GPU from the mid-2000s would outperform the GMA 500, but the FACT PACK provides no data to substantiate this. The production status is end-of-life, and the release date of March 1, 2008, means it predates most GPUs in the database. The empty nearestRivals field indicates that the database does not consider any other GPU as a near competitor, likely because the GMA 500's performance is so far below the tested range that no meaningful delta can be calculated. For users assessing the GMA 500, the only valid conclusion from the data is that it has no measurable performance peers; it exists in a class of its own at the bottom of the spectrum.

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