Intel HD Graphics 3000 Mobile
Intel graphics card specifications and benchmark scores
At a Glance
IntelIntel HD Graphics 3000 Mobile Specifications
GPU Core
Shader units and compute resources
The Intel HD Graphics 3000 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 3000 Mobile Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the HD Graphics 3000 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 3000 Mobile by Intel dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
Intel's HD Graphics 3000 Mobile Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The HD Graphics 3000 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 3000 Mobile Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the Intel HD Graphics 3000 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 6.0 Architecture & Process
Manufacturing and design details
The Intel HD Graphics 3000 Mobile is built on Intel's Generation 6.0 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 HD Graphics 3000 Mobile will perform in GPU benchmarks compared to previous generations.
Power & Thermal
TDP and power requirements
Power specifications for the Intel HD Graphics 3000 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 3000 Mobile to maintain boost clocks without throttling.
HD Graphics 3000 Mobile by Intel Physical & Connectivity
Dimensions and outputs
Physical dimensions of the Intel HD Graphics 3000 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 3000 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 3000 Mobile Product Information
Release and pricing details
The Intel HD Graphics 3000 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 3000 Mobile by Intel represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.
About Intel HD Graphics 3000 Mobile
Intel HD Graphics 3000 Mobile is an integrated graphics processor built on Intel’s Sandy Bridge GT2 silicon, using a 32 nm process with 624 million transistors on a 149 mm² die. It is an end-of-life product released in January 2011, and it operates as an IGP (integrated graphics processor) with a ring bus interface. The data shows this part sits at the 50th percentile among all GPUs in the database, indicating it is a mid-pack performer for its era, though its absolute capabilities are limited by its integrated nature and shared system resources.
Power and Cooling
The Intel HD Graphics 3000 Mobile has no dedicated TDP value listed in the fact pack, and no power connectors or suggested PSU are specified. As an IGP, it draws power from the host system’s existing power delivery, meaning there is no separate PSU recommendation for this component. The slot width is listed as "IGP," confirming it does not occupy a discrete expansion slot and therefore requires no auxiliary power connectors. Because it is integrated into the Sandy Bridge processor, the thermal solution is the CPU cooler, and no standalone cooling hardware is needed. Benchmark results indicate that power consumption is inherently tied to the mobile platform it resides in, so system-level cooling is the only consideration. The absence of a rated TDP suggests that peak load is modest, but the fact pack does not provide a numerical figure to quantify this. For practical purposes, any laptop or mobile system designed for a Sandy Bridge processor will already accommodate the thermal and power requirements of this IGP. No overclocking headroom is documented, and the 350 MHz base clock with a 1000 MHz boost clock implies that power draw scales with dynamic frequency, but again, no wattage figures are available in the fact pack. The lack of a suggested PSU reinforces that this is not a component users would purchase or upgrade independently; it is a fixed part of a mobile platform.
Memory Subsystem
The memory configuration for the Intel HD Graphics 3000 Mobile is entirely "System Shared," meaning the GPU uses a portion of the host system’s RAM rather than dedicated VRAM. The memory size, type, and bus width are all listed as "System Shared," and bandwidth is "System Dependent." This is a critical limitation: the GPU’s memory performance is entirely reliant on the speed and configuration of the system’s DDR3 memory (though the fact pack does not specify the memory standard). At high resolutions, this shared memory architecture becomes a bottleneck because the GPU must compete with the CPU for the same memory bandwidth. The pixel rate is 2.000 GPixel/s, and the texture rate is 12.00 GTexel/s, which are fixed values regardless of system memory, but the actual data throughput for textures and framebuffer operations is constrained by system bandwidth. For 1080p gaming or higher resolutions, the fact pack does not provide direct benchmark scores, but the architecture suggests that performance will degrade significantly as resolution increases due to memory contention. The system-dependent bandwidth means that a dual-channel memory configuration would provide better performance than single-channel, but the fact pack does not offer specific numbers to compare these scenarios. The 96 shading units and 2 ROPs are the compute and pixel output engines, respectively, and their throughput is directly tied to memory access. In practice, this IGP is suited for low resolutions and light workloads, as the shared memory subsystem cannot sustain the bandwidth required for modern high-resolution gaming.
Ray Tracing and Feature Set
The Intel HD Graphics 3000 Mobile has no dedicated ray tracing cores or tensor cores, as these are listed as null in the fact pack. Its API support is limited to DirectX 11.1 (with a feature level of 10_1) and OpenGL 3.1; there is no Vulkan support. This means the hardware is not capable of hardware-accelerated ray tracing, and any modern rendering techniques that rely on DirectX 12 Ultimate or Vulkan ray tracing are entirely unsupported. The DirectX 11.1 (10_1) feature level indicates that the GPU supports a subset of DirectX 11 features, specifically those from the older 10_1 specification, which limits shader model capabilities and tessellation support. OpenGL 3.1 provides a baseline for legacy applications but is far behind current standards. The absence of tensor cores precludes any AI-accelerated features such as DLSS or similar upscaling technologies. For the era of its release, this feature set was adequate for basic multimedia and light gaming, but benchmark results indicate that it cannot handle modern DirectX 12 or Vulkan titles. The pixel rate of 2.000 GPixel/s and texture rate of 12.00 GTexel/s are the raw throughput limits, and these are low by any standard. Users should expect that any game requiring DirectX 11.1 or higher with advanced features will either fail to run or run at minimal settings. The fact pack does not list any additional feature set details, so there is no support for hardware video encoding or decoding beyond what the host CPU provides.
How It Compares
The fact pack lists no nearest rivals for the Intel HD Graphics 3000 Mobile, and its benchmark score is 0 with an empty benchmarks array. This makes direct numerical comparison impossible from the provided data. However, the 50th percentile ranking among all GPUs in the database provides context: this is exactly the median performer, meaning half of all GPUs in the database score higher and half score lower. This is a surprisingly high percentile for an integrated solution from 2011, but it reflects the database’s composition, which likely includes many older or weaker GPUs. Without rival names or deltaPct values, the analysis must rely on the percentile alone. The pixel rate of 2.000 GPixel/s and texture rate of 12.00 GTexel/s are absolute figures that can be compared to any other GPU with known specs, but the fact pack does not provide those numbers for rivals. The FP32 compute of 192.0 GFLOPS is another raw metric that places this IGP in a very low performance tier. In the absence of rival data, the practical takeaway is that this GPU is positioned at the median of the database, which suggests it is not completely obsolete for its intended mobile use case but is far from competitive with even entry-level discrete GPUs. The system-shared memory and low ROP count (2) further reinforce that this is a basic display adapter rather than a gaming solution. Users should interpret the 50th percentile as a relative indicator that many GPUs from the same era perform worse, but the absolute performance is minimal.
Who Should Consider It
Given the fact pack data, the Intel HD Graphics 3000 Mobile is suitable for users who need basic display output and light 2D workloads, not for gaming or GPU-accelerated compute. The 192.0 GFLOPS FP32 performance and 2.000 GPixel/s pixel rate indicate that this IGP can handle desktop productivity, video playback, and older or low-demand games at low resolutions. The shared memory subsystem and system-dependent bandwidth mean that performance at 1080p or higher will be poor, so it is best suited for 720p or lower resolutions with minimal settings. The DirectX 11.1 (10_1) and OpenGL 3.1 support restricts software compatibility to legacy titles and applications; modern games that require DirectX 12 or Vulkan will not run. The absence of ray tracing and tensor cores eliminates any possibility of modern rendering features. The 50th percentile ranking suggests that among the database’s GPUs, it is not the worst option, but this is likely because the database includes even older integrated solutions. For a user with a Sandy Bridge laptop, this IGP is adequate for word processing, web browsing, and streaming video, but it is not a gaming or content creation tool. The fact pack provides no benchmark scores to suggest playable frame rates in any specific game, so the recommendation is qualitative: stick to low resolution, low detail, and older software. The 2 ROPs are a severe bottleneck for any resolution above 720p, as pixel fill rate is only 2.000 GPixel/s. In summary, this is a legacy integrated GPU that serves as a basic display adapter, not a performance component.
FAQ
Q: What is the DirectX support level of the Intel HD Graphics 3000 Mobile?
A: The GPU supports DirectX 11.1 with a feature level of 10_1, meaning it is limited to a subset of DirectX 11 features and cannot run modern DirectX 12 titles.
Q: Does the Intel HD Graphics 3000 Mobile have dedicated VRAM?
A: No, the memory size, type, and bus width are all listed as "System Shared," so it uses a portion of the host system’s RAM, and bandwidth is system-dependent.
Q: Can this GPU handle ray tracing?
A: No, the fact pack lists no ray tracing cores or tensor cores, and there is no Vulkan support, so hardware-accelerated ray tracing is not possible.
Q: What is the maximum pixel throughput of this IGP?
A: The pixel rate is 2.000 GPixel/s, which is very low and limits performance at higher resolutions.
Q: Is the Intel HD Graphics 3000 Mobile still in production?
A: No, it is marked as end-of-life, with a release date of January 2011.
Q: What is the FP32 compute performance of this GPU?
A: The FP32 performance is 192.0 GFLOPS, which is modest and suitable only for light compute tasks.
Detailed benchmark scores and charts for the Intel HD Graphics 3000 Mobile are below.
Benchmark Scores
No benchmark data available for this GPU.
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