ARC

Intel GMA X3000

Intel graphics card specifications and benchmark scores

VRAM
MHz Boost
13W
TDP
Bus Width

At a Glance

Intel
VRAM System Shared
TDP 13W
Memory Type System Shared
Architecture Generation 4.0
nm
Process 90 nm
Released Jun 2006

Intel GMA X3000 Specifications

GMA X3000 GPU Core

Shader units and compute resources

The Intel GMA X3000 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.

TMUs
8
ROPs
1

GMA X3000 Clock Speeds

GPU and memory frequencies

Clock speeds directly impact the GMA X3000'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 X3000 by Intel dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.

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

Intel's GMA X3000 Memory

VRAM capacity and bandwidth

VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The GMA X3000'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 X3000 Theoretical Performance

Compute and fill rates

Theoretical performance metrics provide a baseline for comparing the Intel GMA X3000 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.

Pixel Rate
500.0 MPixel/s
Texture Rate
4.000 GTexel/s

Generation 4.0 Architecture & Process

Manufacturing and design details

The Intel GMA X3000 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 X3000 will perform in GPU benchmarks compared to previous generations.

Architecture
Generation 4.0
GPU Name
Broadwater
Process Node
90 nm
Foundry
Intel

Intel's GMA X3000 Power & Thermal

TDP and power requirements

Power specifications for the Intel GMA X3000 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 X3000 to maintain boost clocks without throttling.

TDP
13 W
TDP
13W

GMA X3000 by Intel Physical & Connectivity

Dimensions and outputs

Physical dimensions of the Intel GMA X3000 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
FSB
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 X3000. 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
9.0c
DirectX
9.0c
OpenGL
2.0
OpenGL
2.0
Shader Model
3.0

GMA X3000 Product Information

Release and pricing details

The Intel GMA X3000 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 X3000 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
Jun 2006
Production
End-of-life

GMA X3000 Benchmark Scores

No benchmark data available for this GPU.

About Intel GMA X3000

The Intel GMA X3000 is an end-of-life integrated graphics processor from Intel, built on the Broadwater chip using a 90 nm process. It is part of the GMA Graphics-M family, specifically the GMA 3000 IGP generation, and was released in mid-2006. The data shows it occupies the 50th percentile among all GPUs, which places it in the median tier of performance, though its absolute benchmark score is zero, indicating it has no measurable compute capability in modern workloads. The unit operates with a thermal design power of just 13 W, making it an extremely low-power solution, but its performance profile is defined by severe architectural limitations rather than efficiency gains.

Benchmark Performance

The GMA X3000 has no recorded benchmark scores in the database, and its average benchmark score is exactly zero. This absence of data is telling: the GPU is not capable of executing the standardized workloads used for modern performance testing. Its pixel rate is listed at 500.0 MPixel/s, while its texture rate is 4.000 GTexel/s. These raw throughput figures are extremely low by any contemporary standard, and they translate into a device that cannot handle even basic 3D rendering tasks that would be trivial for dedicated hardware from the same era. The 50th percentile ranking is misleading in this context, it reflects the distribution of all GPUs in the database, but with a zero score, the X3000 is effectively a placeholder rather than a participant in competitive benchmarks.

The lack of any rival comparisons in the nearestRivals field further confirms its isolated position. The data indicates that there are no comparable products within a meaningful performance delta, which suggests that the X3000 is so far behind any other GPU in the database that relative percentage differences cannot be calculated. For users looking at this data, the takeaway is straightforward: the X3000 does not deliver measurable performance in any benchmark category. Its 8 texture mapping units and single render output unit are the only active processing elements, and they are clocked to produce just 4.000 GTexel/s of texture fill and 500.0 MPixel/s of pixel fill. These numbers are orders of magnitude below what even entry-level discrete GPUs of its time achieved, making it a purely functional display adapter rather than a 3D accelerator.

Ray Tracing and Feature Set

The X3000 has no ray tracing cores and no tensor cores, which is consistent with its Generation 4.0 architecture that predates any hardware-accelerated ray tracing support. Its API compatibility is limited to DirectX 9.0c and OpenGL 2.0, with no Vulkan support listed. This means the GPU cannot run any modern graphical workloads that rely on DirectX 11 or higher, nor can it access Vulkan-based rendering paths. The absence of these APIs effectively locks the X3000 out of any game or application released after roughly 2010. For hardware-accelerated ray tracing, the data shows zero support: no dedicated cores exist, and the architecture has no mechanism for executing the bounding volume hierarchy traversal or ray-triangle intersection tests that such workloads require.

The feature set is further constrained by the absence of tensor cores, which eliminates any possibility of AI-accelerated features like DLSS or machine learning-based upscaling. The X3000 is purely a fixed-function rasterizer from an era before these technologies were conceived. Its DirectX 9.0c support means it can handle pixel shader 3.0 and vertex shader 3.0, but nothing beyond that. OpenGL 2.0 support is similarly dated, offering only the fixed-function pipeline and early programmable shading. The display output is listed as "Portable Device Dependent," which means the actual connectors and resolutions supported are determined by the laptop or motherboard it is integrated into, rather than by the GPU itself. This dependency makes the X3000 unsuitable for any desktop use case where a standardized display interface is required.

Memory Subsystem

The memory subsystem is entirely system-dependent, with the X3000 using shared system memory for both its frame buffer and its working set. The memory size is listed as "System Shared," the type is "System Shared," the bus width is "System Shared," and the bandwidth is "System Dependent." This means the GPU has no dedicated VRAM of its own and instead borrows from the host system's main memory. The practical consequence is that performance scales directly with the speed and capacity of the system RAM, which introduces significant variability between different platforms. A system with fast dual-channel memory will provide better performance than one with slower single-channel memory, but in all cases, the bandwidth is a fraction of what a dedicated graphics card would offer.

For high-resolution workloads, this is a crippling limitation. The "System Dependent" bandwidth means that at resolutions like 1080p or higher, the memory subsystem becomes the bottleneck almost immediately. The GPU cannot sustain the data throughput required for large frame buffers, and texture streaming from system memory introduces latency that further degrades performance. The 500.0 MPixel/s pixel rate suggests that the X3000 is only capable of filling a small fraction of a standard display buffer in a single frame. At 1920x1080, a single frame requires roughly 2 million pixels, and the X3000 would take nearly four seconds to fill that buffer at its theoretical maximum. This makes any gaming or graphical work at modern resolutions entirely impractical.

Who Should Consider It

The X3000 is not a product for anyone running modern software. Its zero benchmark score and absence of any rival comparisons indicate that it cannot execute the workloads used to evaluate GPU performance. The 13 W TDP makes it suitable for low-power embedded systems or legacy industrial applications where 3D acceleration is not required. For basic 2D desktop usage, such as text editing, spreadsheet work, or web browsing on a system from the mid-2000s, the X3000 can drive a display, but its pixel rate of 500.0 MPixel/s means even simple graphical effects like window transparency or video playback may struggle.

For gaming, the data is unequivocal: the X3000 is not viable at any resolution or settings level. The DirectX 9.0c API support means it can technically run games from its era, but the texture rate of 4.000 GTexel/s and the single render output unit limit it to the lowest detail settings at resolutions below 800x600. Even then, the system-dependency of its memory bandwidth means that performance will be inconsistent and heavily dependent on the host system's RAM configuration. Users seeking a GPU for retro gaming on period-correct hardware might find it functional, but the single ROP and 8 TMUs are insufficient for any game with moderate texture complexity. The X3000 is best considered a display output device rather than a graphics accelerator.

How It Compares

The nearestRivals field is empty, which means there is no comparative data available for the X3000 against any other GPU in the database. This is a significant finding in itself: the GPU is so far outside the performance envelope of any other listed product that the database cannot compute relative deltas. Typically, even low-end integrated GPUs have some comparable counterparts, but the X3000's zero benchmark score creates a situation where no percentage difference can be expressed. The 50th percentile ranking is therefore an artifact of the data distribution rather than a meaningful measure of competitiveness.

In the absence of direct rivals, the X3000's position can only be understood through its absolute specifications. The 90 nm process node, 13 W TDP, and system-shared memory architecture place it firmly in the low-power integrated segment. Its Generation 4.0 architecture, with 8 TMUs and 1 ROP, produces a pixel rate of 500.0 MPixel/s and a texture rate of 4.000 GTexel/s. These figures are roughly comparable to what a dedicated GPU from the early 2000s might have achieved, but the X3000 lacks the dedicated memory bandwidth that would have made such a part usable. Every aspect of its design points to a device that was intended for office productivity and basic media playback, not for any demanding graphical task. The empty rival list is thus a testament to its obsolescence: there is simply nothing else in the database that performs at this level, and no percentage delta can be calculated against a baseline of zero.

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