ARC

Intel HD Graphics 10EU

Intel graphics card specifications and benchmark scores

VRAM
1000
MHz Boost
45W
TDP
Bus Width

At a Glance

Intel
VRAM System Shared
Boost Clock 1,000 MHz
Shaders 80
TDP 45W
Memory Type System Shared
Architecture Generation 7.5
nm
Process 22 nm
Released Apr 2013

Intel HD Graphics 10EU Specifications

HD Graphics 10EU GPU Core

Shader units and compute resources

The Intel HD Graphics 10EU 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
80
Shaders
80
TMUs
10
ROPs
1
Execution Units
10

HD Graphics 10EU Clock Speeds

GPU and memory frequencies

Clock speeds directly impact the HD Graphics 10EU'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 HD Graphics 10EU by Intel dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.

Base Clock
200 MHz
Base Clock
200 MHz
Boost Clock
1000 MHz
Boost Clock
1,000 MHz
Memory Clock
System Shared
GDDR GDDR 6X 6X

Intel's HD Graphics 10EU Memory

VRAM capacity and bandwidth

VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The HD Graphics 10EU'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

HD Graphics 10EU Theoretical Performance

Compute and fill rates

Theoretical performance metrics provide a baseline for comparing the Intel HD Graphics 10EU 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)
160.0 GFLOPS
FP64 (Double)
40.00 GFLOPS (1:4)
Pixel Rate
1.000 GPixel/s
Texture Rate
10.00 GTexel/s

Generation 7.5 Architecture & Process

Manufacturing and design details

The Intel HD Graphics 10EU is built on Intel's Generation 7.5 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 HD Graphics 10EU will perform in GPU benchmarks compared to previous generations.

Architecture
Generation 7.5
GPU Name
Haswell GT1
Process Node
22 nm
Foundry
Intel

Intel's HD Graphics 10EU Power & Thermal

TDP and power requirements

Power specifications for the Intel HD Graphics 10EU 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 HD Graphics 10EU to maintain boost clocks without throttling.

TDP
45 W
TDP
45W

HD Graphics 10EU by Intel Physical & Connectivity

Dimensions and outputs

Physical dimensions of the Intel HD Graphics 10EU 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
Ring Bus
Display Outputs
Motherboard Dependent
Display Outputs
Motherboard Dependent

Intel API Support

Graphics and compute APIs

API support determines which games and applications can fully utilize the Intel HD Graphics 10EU. 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
12 (11_1)
DirectX
12 (11_1)
OpenGL
4.3
OpenGL
4.3
Vulkan
1.0
Vulkan
1.0
OpenCL
1.2
Shader Model
5.1

HD Graphics 10EU Product Information

Release and pricing details

The Intel HD Graphics 10EU 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 HD Graphics 10EU 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
Apr 2013
Production
End-of-life

HD Graphics 10EU Benchmark Scores

No benchmark data available for this GPU.

About Intel HD Graphics 10EU

Memory Subsystem, VRAM size/type, bus width, bandwidth and what it means for high resolutions

The Intel HD Graphics 10EU employs a fully unified memory architecture, with the the benchmark database listing its memory size, type, and bus width all as "System Shared." This design eliminates any dedicated VRAM pool; instead, the iGPU draws from the host system's main memory. Consequently, the effective bandwidth is "System Dependent," meaning real-world throughput varies with the installed system RAM configuration, its speed, channel count, and capacity, rather than being a fixed specification. For high-resolution workloads, this dependency is a critical constraint: the data path to memory is not optimized for the GPU's exclusive use, and contention with the CPU for the same memory channels can introduce latency and reduce available bandwidth under load.

The pixel rate is 1.000 GPixel/s, and the texture rate is 10.00 GTexel/s. These are extremely modest figures by any modern standard. At resolutions like 1080p or 1440p, the fill rate and texture throughput will become immediate bottlenecks, particularly in games or applications that rely on high-detail textures and complex fragment shaders. The architecture's reliance on system memory means that performance at higher resolutions will degrade disproportionately compared to a discrete GPU with dedicated VRAM, as the shared bus must serve both CPU and GPU requests simultaneously. For 4K workloads, the data indicates that this part is fundamentally unsuited; the combination of a single ROP (1 ROP) and the shared memory subsystem would limit output to far below playable frame rates in any modern 3D title. Even for desktop compositing or video playback at high resolutions, the "System Dependent" bandwidth introduces variability that a fixed-VRAM part would not exhibit.

Ray Tracing and Feature Set, RT/tensor cores, API support from facts

The the benchmark database explicitly lists `rtCores` as null and `tensorCores` as null. This is a definitive statement: the Intel HD Graphics 10EU has no dedicated ray tracing hardware and no tensor core accelerators. Any expectation of hardware-accelerated ray tracing or AI-based upscaling (such as DLSS-style features) is unsupported by the silicon. The architecture, Generation 7.5 (Haswell GT1), predates the integration of such specialized units, which were not part of the design goals for this integrated processor.

On the API front, the data shows support for DirectX 12 (11_1), OpenGL 4.3, and Vulkan 1.0. The DirectX 12 listing with the parenthetical "11_1" is telling: it indicates that while the hardware can enumerate under the DirectX 12 API, it operates at the feature level 11_1, not the full DirectX 12 feature set. This means certain advanced DirectX 12 features, such as bindless resources, asynchronous compute, or implicit multi-adapter, may be unavailable or run in a reduced capability mode. OpenGL 4.3 support is adequate for many older titles and professional applications, but it lacks the extensions introduced in later 4.5/4.6 revisions. Vulkan 1.0 support is present, but again, this is the baseline version of the API; later Vulkan revisions (1.1, 1.2, 1.3) that add features like subgroup operations and improved memory control are not covered by the specification.

The lack of RT and tensor cores means that any workload leveraging these features, whether for real-time ray-traced reflections, denoising, or machine learning inference, will need to fall back to compute shaders on the 80 shading units, which is a slow path. The FP32 throughput of 160.0 GFLOPS provides an upper bound for such compute fallback, and that figure is far too low for any practical ray tracing or neural network processing at interactive rates.

Benchmark Performance, analyze scores vs rivals with exact % deltas

The the benchmark database provides critical context: `benchmarks` is an empty array, `avgBenchmarkScore` is 0, and `nearestRivals` is an empty array. There are no synthetic or game-specific benchmark scores to analyze, and no direct rival comparisons are provided. This absence of data is itself a significant finding. A score of 0 on the average benchmark metric places this part at the absolute bottom of any performance distribution, and the `percentileVsAllGpus` of 50 is a neutral percentile that, in the absence of any positive score, effectively indicates the part is not competitive in any measured workload.

Given the lack of rival deltas, we must interpret the raw specifications to infer performance positioning. The FP32 compute of 160.0 GFLOPS is the raw arithmetic throughput. For context, this is in the range of what low-end mobile GPUs from the same era achieved, but it is dwarfed by even entry-level discrete cards from the following years. The texture rate of 10.00 GTexel/s and pixel rate of 1.000 GPixel/s further constrain the part: modern games at 1080p typically require tens of gigatexels per second for high-detail scenes, and this part is an order of magnitude below that threshold.

The base clock of 200 MHz and boost clock of 1000 MHz show a wide thermal/electrical headroom range, but the boost clock is the ceiling under optimal conditions. The 45 W TDP is allocated across the entire CPU package, not just the GPU, meaning the achievable boost clock is often lower in practice when the CPU cores are also active. The 22 nm process node from Intel is a mature lithography by modern standards, but it does not compensate for the minimal execution resources: 80 shading units, 10 TMUs, and 1 ROP. The single ROP is particularly telling, it means that even if the shader units could process geometry and pixels quickly, the backend of the pipeline can only write one pixel per clock cycle. This creates a hard ceiling on fill-rate-bound scenarios.

In the absence of benchmark scores, the data suggests that this part is suitable for basic desktop use, 2D rendering, and legacy 3D applications from the early 2010s, but it is not viable for any contemporary 3D title, even at low resolutions and settings.

FAQ

Q: What is the architecture and process node of the Intel HD Graphics 10EU?

A: The chip is Haswell GT1, based on the Generation 7.5 architecture, and is manufactured on Intel's 22 nm process node.

Q: Does this GPU support hardware ray tracing or tensor cores?

A: No. The the benchmark database lists `rtCores` and `tensorCores` as null, indicating the absence of dedicated ray tracing and AI acceleration hardware.

Q: What is the maximum API level supported?

A: The part supports DirectX 12 (11_1), OpenGL 4.3, and Vulkan 1.0. The DirectX 12 support is at feature level 11_1, not the full 12 feature set.

Q: How much dedicated video memory does it have?

A: It has no dedicated VRAM. 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 peak FP32 performance?

A: The FP32 compute throughput is 160.0 GFLOPS, based on 80 shading units operating at the boost clock.

Q: Is this GPU still in production?

A: No, its production status is listed as "End-of-life," with a release date of 2013-04-28.

How It Compares

The `nearestRivals` array in the the benchmark database is empty, and `benchmarks` contains no scores. Consequently, there are no direct numerical deltas to report against specific competitor products. The `percentileVsAllGpus` of 50 is a neutral midpoint, but given the `avgBenchmarkScore` of 0, this percentile likely reflects the absence of any recorded performance data rather than a meaningful competitive standing.

In qualitative terms, the data positions this iGPU against the broader market as follows: it is an integrated part with 80 shading units, a 1.000 GPixel/s pixel rate, and a 10.00 GTexel/s texture rate. Any rival with a dedicated VRAM bus, multiple ROPs, and a higher shader count would, by specification, outperform it in most 3D workloads. The lack of RT/tensor cores further distances it from any modern competitor that includes those features. The 160.0 GFLOPS FP32 figure is in the range of basic multimedia acceleration, not gaming or compute.

Without benchmark scores or rival deltas, the only defensible conclusion is positional: this is an entry-level integrated solution from the Haswell era, now end-of-life, that does not appear in any competitive performance database. Its 45 W TDP slot width of "IGP" confirms it is not a discrete add-in card but a processor-integrated graphics solution. For any user comparing it to a discrete GPU, the specification sheet alone, particularly the single ROP and shared memory, indicates a fundamental performance gap that no driver optimization or overclocking can bridge.

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