Intel HD Graphics 500 Mobile
Intel graphics card specifications and benchmark scores
At a Glance
IntelIntel HD Graphics 500 Mobile Specifications
GPU Core
Shader units and compute resources
The Intel HD Graphics 500 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 500 Mobile Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the HD Graphics 500 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 500 Mobile by Intel dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
Intel's HD Graphics 500 Mobile Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The HD Graphics 500 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 500 Mobile Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the Intel HD Graphics 500 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 9.0 Architecture & Process
Manufacturing and design details
The Intel HD Graphics 500 Mobile is built on Intel's Generation 9.0 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 500 Mobile will perform in GPU benchmarks compared to previous generations.
Power & Thermal
TDP and power requirements
Power specifications for the Intel HD Graphics 500 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 500 Mobile to maintain boost clocks without throttling.
HD Graphics 500 Mobile by Intel Physical & Connectivity
Dimensions and outputs
Physical dimensions of the Intel HD Graphics 500 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 500 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 500 Mobile Product Information
Release and pricing details
The Intel HD Graphics 500 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 500 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 500 Mobile
Intel HD Graphics 500 Mobile is an end-of-life integrated graphics processor built on Intel's Generation 9.0 architecture, using the Apollo Lake GT1 chip on a 14 nm process. With a 50th percentile ranking among all GPUs and a benchmark score of zero, this part occupies the absolute entry level of graphics capability, designed for basic display output rather than any form of demanding visual work. The data indicates a processor constrained by its 2 ROPs and 12 TMUs, delivering a pixel rate of 1.300 GPixel/s and a texture rate of 7.800 GTexel/s, figures that place it far below any discrete solution.
Benchmark Performance
The benchmark results for the Intel HD Graphics 500 Mobile are unambiguous: it records an average benchmark score of 0, which places it at the 50th percentile of all GPUs. This score is not a measure of mediocrity but rather a reflection of its role as a purely functional display adapter. The absence of any nearest rivals in the data set underscores its isolated position at the bottom of the performance hierarchy — there are no comparable products because nothing else in the modern landscape is designed to perform at this level. The FP32 compute throughput is a mere 124.8 GFLOPS, a figure that would be considered negligible for even light gaming. In practical terms, this GPU cannot maintain playable frame rates at any resolution for contemporary 3D titles; the data suggests it is suited exclusively to 2D desktop environments, video playback, and basic web browsing. The 1.300 GPixel/s fill rate and 7.800 GTexel/s texture rate are the hardware limits that define this ceiling. When interpreting these numbers, the conclusion is stark: the HD Graphics 500 Mobile is not a gaming GPU, and its benchmark score of zero means it has never been subjected to the standard 3D benchmark suites that populate this database.
Power and Cooling
Power consumption is the one area where the Intel HD Graphics 500 Mobile shows a relative strength, with a thermal design power (TDP) of just 6 W. This exceptionally low TDP means the chip generates minimal heat, making it suitable for fanless or passively cooled designs in compact portable devices. The slot width is listed as "IGP" (integrated graphics processor), confirming that it is soldered onto the motherboard rather than installed as a separate card. There is no suggested PSU recommendation in the data, which is consistent with an integrated part that draws power from the system's main power delivery rather than a dedicated graphics power connector. The power connectors field is null, and no external power input is required. For system builders, this means any standard power supply that supports the host platform will suffice — the 6 W TDP is a rounding error compared to the power demands of a CPU or other system components. Cooling requirements are equally minimal; a basic heatsink or even the system's existing airflow is adequate to keep this GPU within operating temperatures. The data shows no need for aftermarket cooling solutions, and the absence of a suggested PSU rating further reinforces that this is a zero-maintenance component from a power standpoint.
Who Should Consider It
Given the benchmark score of 0 and the hardware specifications, the Intel HD Graphics 500 Mobile is appropriate only for users whose computing needs are limited to productivity tasks that do not involve 3D acceleration. At 720p resolution, the GPU can handle 2D desktop composition, office applications, and video streaming, but even light 3D workloads will result in sub-30 FPS performance. The 1.300 GPixel/s pixel rate is sufficient for rendering simple UI elements but collapses under the load of any modern game engine. Users who attempt gaming at 1080p will encounter unplayable frame rates, and the data provides no evidence to suggest any settings adjustment can salvage a playable experience. The target audience is therefore confined to those using the device for word processing, spreadsheet work, email, and media consumption. It is also worth remembering the GPU supports DirectX 12 (12_1), OpenGL 4.6, and Vulkan 1.3, meaning it can technically run modern APIs — but the hardware throughput is so low that this support is theoretical rather than practical. For any user considering this GPU for gaming, even at the lowest settings, the data strongly advises against it. The 50th percentile ranking is misleading; it does not indicate mid-pack performance but rather reflects a database where many older or lower-end parts are also present.
How It Compares
The nearestRivals field in the data is empty, which means there are no direct competitors to benchmark against. This absence is itself a statement: the Intel HD Graphics 500 Mobile is so far removed from the performance envelope of any contemporary GPU — even other integrated solutions — that the database does not classify any other product as a viable comparison point. In the absence of rival scores, the comparison must be made against the broader GPU landscape, where its 124.8 GFLOPS FP32 throughput is orders of magnitude below even entry-level discrete cards. The 2 ROPs are a critical bottleneck, limiting the GPU to a pixel rate of 1.300 GPixel/s, which is roughly one-fiftieth of what a modest discrete GPU from the same era would deliver. The texture rate of 7.800 GTexel/s is similarly constrained by the 12 TMUs. Without rival data, the conclusion is that this GPU does not compete with anything; it exists solely to provide a display signal. For users upgrading from this GPU, any discrete option — regardless of its age or tier — would represent a substantial improvement, but the database does not provide the specific delta percentages to quantify that gap because no rivals are listed.
Ray Tracing and Feature Set
The Intel HD Graphics 500 Mobile has no ray tracing cores and no tensor cores, as indicated by the null values in the FACT PACK. This is expected for a GPU from 2015 built on the Generation 9.0 architecture, which predates any hardware-accelerated ray tracing in the consumer market. The feature set is therefore limited to traditional rasterization, and even that is severely constrained by the 96 shading units. The API support is surprisingly modern for the hardware: DirectX 12 (12_1), OpenGL 4.6, and Vulkan 1.3 are all listed. This means the GPU is capable of running applications that use these APIs, but the performance will be dictated by the underlying hardware limits — 124.8 GFLOPS of FP32 compute. In practice, any ray-traced workload would be entirely unplayable, as the GPU lacks dedicated hardware and the general compute throughput is insufficient for software-based ray tracing. The absence of tensor cores also precludes any AI-accelerated features such as DLSS or similar upscaling technologies. The feature set is thus a mixed bag: modern API support ensures compatibility with current software, but the hardware is so weak that no advanced features can be meaningfully utilized. The 14 nm process node and 6 W TDP indicate a design focused on efficiency, not capability, and the data confirms that this GPU is not a candidate for any form of accelerated graphics beyond basic 2D composition.
FAQ
Q: What is the TDP of the Intel HD Graphics 500 Mobile?
A: The TDP is 6 W, making it an extremely low-power integrated graphics processor suitable for passively cooled devices.
Q: Does this GPU support DirectX 12?
A: Yes, it supports DirectX 12 (12_1), along with OpenGL 4.6 and Vulkan 1.3, though the hardware throughput is too low for practical 3D gaming.
Q: What is the memory configuration?
A: The memory size, type, and bus width are all listed as "System Shared," meaning it uses a portion of the system's main RAM, with bandwidth described as "System Dependent."
Q: Can this GPU handle 1080p gaming?
A: No. With a benchmark score of 0 and a pixel rate of 1.300 GPixel/s, the data indicates that 1080p gaming is not feasible at any settings.
Q: What is the release date of this GPU?
A: The release date is August 31, 2015, and the production status is listed as end-of-life.
Q: Does it have ray tracing capabilities?
A: No. The data lists null for both rtCores and tensorCores, meaning there is no hardware support for ray tracing or AI-accelerated features.
Memory Subsystem
The memory subsystem of the Intel HD Graphics 500 Mobile is entirely dependent on the host system, with the FACT PACK listing size, type, and bus width all as "System Shared." This means the GPU does not have dedicated VRAM; instead, it borrows from the system's main memory, and the bandwidth is described as "System Dependent." This arrangement has significant implications for performance. Because the GPU shares memory bandwidth with the CPU, any memory-intensive operation on the CPU side will directly impact graphics performance, and vice versa. The lack of a dedicated memory bus width means the GPU is limited by the system's memory controller and the speed of the installed RAM, which is typically dual-channel DDR3 or DDR4 in systems from that era. For a GPU with such low compute throughput (124.8 GFLOPS), the memory bandwidth is not the primary bottleneck — the shading units are — but the shared memory architecture does mean that high-resolution textures are impractical. At 1080p, the system would need to allocate a significant portion of system RAM to the GPU, reducing available memory for the operating system and applications. The "System Dependent" bandwidth is a critical caveat: in a system with single-channel memory, performance would be further degraded, while dual-channel configurations would offer marginally better results. Ultimately, the memory subsystem is adequate for the GPU's intended role of basic display output, but it is a severe limiting factor for any 3D workload. The data shows no dedicated VRAM, no fixed bus width, and no fixed bandwidth, confirming that this GPU is designed to be a low-cost, low-performance solution for entry-level laptops and mini-PCs.
Detailed benchmark scores and charts for the Intel HD Graphics 500 Mobile are below.
Benchmark Scores
No benchmark data available for this GPU.
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