Intel HD Graphics 16EU Mobile
Intel graphics card specifications and benchmark scores
At a Glance
IntelIntel HD Graphics 16EU Mobile Specifications
HD Graphics 16EU Mobile GPU Core
Shader units and compute resources
The Intel HD Graphics 16EU Mobile 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.
HD Graphics 16EU Mobile Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the HD Graphics 16EU Mobile'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 16EU Mobile by Intel dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
Intel's HD Graphics 16EU Mobile Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The HD Graphics 16EU Mobile'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.
HD Graphics 16EU Mobile Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the Intel HD Graphics 16EU Mobile 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 5.75 Architecture & Process
Manufacturing and design details
The Intel HD Graphics 16EU Mobile is built on Intel's Generation 5.75 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 16EU Mobile will perform in GPU benchmarks compared to previous generations.
Intel's HD Graphics 16EU Mobile Power & Thermal
TDP and power requirements
Power specifications for the Intel HD Graphics 16EU Mobile 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 16EU Mobile to maintain boost clocks without throttling.
HD Graphics 16EU Mobile by Intel Physical & Connectivity
Dimensions and outputs
Physical dimensions of the Intel HD Graphics 16EU Mobile 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 HD Graphics 16EU Mobile. 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.
HD Graphics 16EU Mobile Product Information
Release and pricing details
The Intel HD Graphics 16EU Mobile 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 16EU Mobile by Intel represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.
HD Graphics 16EU Mobile Benchmark Scores
No benchmark data available for this GPU.
About Intel HD Graphics 16EU Mobile
The Intel HD Graphics 16EU Mobile is an integrated graphics processor built on the Ironlake chip, using Intel's Generation 5.75 architecture and fabricated on a 45 nm process at Intel's own foundry. It launched in 2010 and is now end-of-life, with display output dependent on the host portable device. The GPU integrates 177 million transistors on a 114 mm² die, yielding a transistor density of 1.6 million per square millimeter. Its base clock is 133 MHz with a boost of 500 MHz, and it communicates over a QPI bus interface. The part carries a 50th percentile placement among all GPUs tracked in the database, yet its average benchmark score is recorded as zero, indicating that no direct workload measurements have been captured for this unit.
Benchmark Performance
The database lists no recorded benchmark scores for the Intel HD Graphics 16EU Mobile; the average benchmark score sits at 0, meaning there is no measured frame-rate or compute result to cite. However, the percentile field places the part at the 50th percentile of all GPUs in the database. That position is notable because it is a median placement, not a bottom-tier one, despite the absence of direct scores. The percentile likely reflects the part's specifications rather than measured performance, given that the benchmark array is empty.
The raw compute figures provide the only quantitative performance indicators. FP32 throughput is 96.00 GFLOPS, which is a modest figure that points to light-duty workloads. Pixel rate is 1.000 GPixel/s and texture rate is 8.000 GTexel/s. These rates are derived from the 2 ROPs and 16 TMUs operating at the 500 MHz boost clock. The pixel rate of one gigapixel per second means the part can fill a 1080p frame in roughly two milliseconds under ideal conditions, but real workloads will not approach that ceiling. The texture rate of eight gigatexels per second is more substantial relative to the pixel rate, suggesting that texture-bound operations fare better than fill-rate-bound ones.
The 96 shading units are organized in a configuration that delivers the 96.00 GFLOPS figure at the boost clock. With a base clock of 133 MHz and a boost of 500 MHz, the part spends most of its time near the lower end unless thermal and power headroom allow the boost to hold. The 50th percentile placement, taken alongside the zero benchmark score, should be read as a placeholder ranking rather than a validated performance tier. Buyers should treat this part as capable of basic desktop composition and very old 3D titles, not as a gaming solution.
Ray Tracing and Feature Set
The Intel HD Graphics 16EU Mobile has no ray tracing cores and no tensor cores; both fields are null in the database. This is consistent with its Generation 5.75 architecture, which predates dedicated hardware for ray traversal or AI acceleration. The feature set is defined by its API support: DirectX 10.1 and OpenGL 2.1. There is no Vulkan support, so any application requiring Vulkan will not run on this part. DirectX 10.1 allows for a limited set of shader models and rendering features, but it lacks the geometry shader flexibility and tessellation capabilities of later DirectX versions. OpenGL 2.1 similarly caps the part at older shading language versions, which restricts modern OpenGL-based software.
The 96 shading units handle all programmable work, with 16 texture mapping units for sampling and filtering and just 2 raster operation units for pixel output. The low ROP count is the primary bottleneck for any resolution above basic desktop levels. The architecture's Generation 5.75 designation indicates an incremental step within Intel's HD Graphics-M line for Westmere-based platforms. There is no dedicated hardware for machine learning or real-time ray tracing, so any workload relying on those features will either fall back to compute shaders on the 96 shading units or fail entirely. The API list of DirectX 10.1 and OpenGL 2.1 means the part is limited to software from roughly the late 2000s era; anything newer that requires DirectX 11 or Vulkan is out of reach.
How It Compares
The database lists no nearest rivals for the Intel HD Graphics 16EU Mobile. The nearestRivals array is empty, so there are no named competitors, score deltas, or percentage comparisons to draw upon. The only comparative anchor is the 50th percentile placement among all GPUs. That median position is unusual for a part with no recorded scores, and it likely reflects the database's normalization of integrated graphics parts from the same era. Without rival data, the part cannot be positioned against specific alternatives by name.
What can be stated is that the part's 96.00 GFLOPS FP32 throughput and 1.000 GPixel/s pixel rate place it in the lower range of the database's distribution. The 50th percentile ranking, if taken at face value, suggests that half of all tracked GPUs fall below this part's specification-based ranking, but that is a statistical artifact of the database's population, not a performance endorsement. The empty benchmark array means there is no empirical basis to claim superiority or inferiority against any specific GPU. The part's integrated nature, with system-shared memory and no dedicated VRAM, further limits its standing. In practical terms, this GPU competes only with other integrated solutions from its 2010 era, and the lack of recorded rivals means any comparison would be speculative.
Who Should Consider It
Given the zero average benchmark score and the absence of any measured frame rates, recommendations must be grounded in the specification-derived figures. The 1.000 GPixel/s pixel rate and 8.000 GTexel/s texture rate indicate that the part can handle 2D desktop workloads, video playback at modest resolutions, and very old 3D applications with reduced settings. At 133 MHz base and 500 MHz boost, the part is not designed for sustained high-frequency operation. Users should target resolutions at or below 720p for any 3D content, and even then, only titles from the DirectX 9 or early DirectX 10 era will run acceptably.
The 96.00 GFLOPS FP32 throughput is the ceiling for compute tasks. Simple image filters, basic physics calculations, and light productivity acceleration are within reach, but anything resembling modern game physics or machine learning is not. The lack of Vulkan support eliminates a large category of current cross-platform titles, and the DirectX 10.1 and OpenGL 2.1 API set further restricts compatibility. This part is suitable for a legacy system whose primary role is office productivity, web browsing, and media playback, where the integrated GPU simply drives a display. It is not suitable for gaming beyond casual or retro titles, and even those will require low resolutions and minimal detail settings. The 2 ROPs are the binding constraint; any resolution above 1366x768 will strain the pixel output.
Memory Subsystem
The memory subsystem is entirely system-shared. The size, type, and bus width are all listed as "System Shared," and bandwidth is "System Dependent." This means the GPU does not have its own dedicated VRAM; it borrows from the host system's main memory over the QPI bus. The practical consequence is that memory bandwidth is determined by the host platform's memory configuration, not by any fixed specification on the GPU. In dual-channel configurations of the era, bandwidth could be adequate for the part's low compute throughput, but single-channel setups would further starve the already limited 96 shading units.
Because the memory bus width is system-dependent, there is no fixed figure to report. The absence of a dedicated bus means the GPU competes with the CPU for memory access, which adds latency and reduces effective bandwidth under load. The 1.000 GPixel/s pixel rate does not require high bandwidth, but the 8.000 GTexel/s texture rate can be constrained by memory throughput in texture-heavy scenes. For high resolutions, the system-shared memory becomes a bottleneck because the GPU must read and write the frame buffer through the same channels as the CPU. The part is therefore best paired with a system that has at least dual-channel memory to avoid severe bandwidth starvation. There is no memory clock to cite, as the memory operates at system-dependent speeds.
Power and Cooling
The Intel HD Graphics 16EU Mobile has a TDP of 35 W. This is a modest power envelope for an integrated part, reflecting its low clock speeds of 133 MHz base and 500 MHz boost. The slot width is listed as "IGP," meaning it is an integrated graphics processor soldered onto the motherboard or CPU package rather than a discrete card. There are no power connectors, and no suggested PSU is listed in the database. This is consistent with an integrated part that draws power from the motherboard's regulated supply rather than from a separate power cable.
The 35 W TDP is the total thermal design power for the graphics portion, but because the part is integrated, the actual thermal load is shared with the host CPU and platform. Cooling is handled by the system's existing thermal solution, typically a heatsink over the CPU/GPU package. The absence of a suggested PSU figure means the host system's power supply is sufficient as long as it can handle the CPU and platform; no additional power budget is required for the GPU. The QPI bus interface connects the GPU to the rest of the system, and the 45 nm process node keeps leakage and heat relatively low for the era. Users should ensure the system has adequate airflow over the integrated package, but no aftermarket cooling is necessary. The part's end-of-life status means replacement parts may be scarce, and any system relying on this GPU should be considered legacy hardware.
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