ARC

Intel HD Graphics 5000 Mobile

Intel graphics card specifications and benchmark scores

VRAM
1000
MHz Boost
30W
TDP
Bus Width

At a Glance

Intel
VRAM System Shared
Boost Clock 1,000 MHz
Shaders 320
TDP 30W
Memory Type System Shared
Architecture Generation 7.5
nm
Process 22 nm
Released May 2013

Intel HD Graphics 5000 Mobile Specifications

HD Graphics 5000 Mobile GPU Core

Shader units and compute resources

The Intel HD Graphics 5000 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.

Shading Units
320
Shaders
320
TMUs
40
ROPs
4
Execution Units
40

HD Graphics 5000 Mobile Clock Speeds

GPU and memory frequencies

Clock speeds directly impact the HD Graphics 5000 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 5000 Mobile 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 5000 Mobile Memory

VRAM capacity and bandwidth

VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The HD Graphics 5000 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.

Memory Size
System Shared
Memory Type
System Shared
VRAM Type
System Shared
Memory Bus
System Shared
Bandwidth
System Dependent

HD Graphics 5000 Mobile Theoretical Performance

Compute and fill rates

Theoretical performance metrics provide a baseline for comparing the Intel HD Graphics 5000 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.

FP32 (Float)
640.0 GFLOPS
FP64 (Double)
160.0 GFLOPS (1:4)
Pixel Rate
4.000 GPixel/s
Texture Rate
40.00 GTexel/s

Generation 7.5 Architecture & Process

Manufacturing and design details

The Intel HD Graphics 5000 Mobile 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 5000 Mobile will perform in GPU benchmarks compared to previous generations.

Architecture
Generation 7.5
GPU Name
Haswell GT3
Process Node
22 nm
Foundry
Intel
Transistors
1,300 million
Die Size
181 mm²
Density
7.2M / mm²

Intel's HD Graphics 5000 Mobile Power & Thermal

TDP and power requirements

Power specifications for the Intel HD Graphics 5000 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 5000 Mobile to maintain boost clocks without throttling.

TDP
30 W
TDP
30W

HD Graphics 5000 Mobile by Intel Physical & Connectivity

Dimensions and outputs

Physical dimensions of the Intel HD Graphics 5000 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.

Slot Width
IGP
Bus Interface
Ring Bus
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 HD Graphics 5000 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.

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 5000 Mobile Product Information

Release and pricing details

The Intel HD Graphics 5000 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 5000 Mobile 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
May 2013
Production
End-of-life

HD Graphics 5000 Mobile Benchmark Scores

No benchmark data available for this GPU.

About Intel HD Graphics 5000 Mobile

Benchmark Performance

Intel HD Graphics 5000 Mobile is a modest integrated graphics solution from the Haswell generation, and its benchmark data reflects a product aimed at basic computing rather than demanding gaming. The GPU sits at the 50th percentile among all GPUs in the database, placing it squarely in the middle of the pack historically, though this position is heavily influenced by the fact that many older and weaker integrated solutions still populate the lower half of the rankings. With an average benchmark score of 0 in the current dataset, no direct comparative performance metrics against specific rivals are available, but the architecture's theoretical outputs provide a clear picture of its capabilities.

The pixel fill rate of 4.000 GPixel/s combined with a texture rate of 40.00 GTexel/s indicates that this GPU can handle simple 2D workloads and very light 3D rendering without strain. However, when examining the FP32 compute throughput of 640.0 GFLOPS, it becomes evident that this is not a part designed for parallel compute-heavy tasks. The 320 shading units operating at a boost clock of 1000 MHz produce this figure, and in practical terms, this translates to playable frame rates only at low resolutions and minimal detail settings for older titles. The 4 ROPs are a significant bottleneck, modern games at 1080p typically require far more than 4 ROPs to maintain consistent pixel throughput, which means resolutions beyond 720p will show severe degradation in fill-rate-bound scenes.

What the data reveals is a GPU that can accelerate the desktop interface, decode video content, and run lightweight eSports titles at reduced settings. The lack of any recorded benchmark scores in the database means that percentile rankings are derived from architectural specifications rather than real-world testing. Comparing theoretical performance to the nearest rivals, of which there are none listed, is impossible, but the raw numbers suggest that this GPU would fall behind any discrete solution from the same era. The 50th percentile ranking is likely a statistical artifact of the database's inclusion of extremely weak legacy parts; among active integrated GPUs from 2013, this would rank near the bottom.

Memory Subsystem

The memory configuration for Intel HD Graphics 5000 Mobile is entirely system-dependent, which is typical for integrated graphics of this era. The VRAM size is "System Shared," meaning the GPU borrows from the host system's RAM rather than having dedicated memory. The memory type is likewise "System Shared," and the bus width follows the same pattern, there is no dedicated memory bus, and the GPU communicates with system memory via the Ring Bus interface. Memory bandwidth is listed as "System Dependent," which means actual performance varies dramatically based on the speed and configuration of the host system's RAM.

In practical terms, this shared memory architecture imposes severe constraints on high-resolution gaming. At 1080p, the GPU must compete with the CPU for memory bandwidth, and the lack of dedicated VRAM means texture loading and frame buffering occur over the same channels used for general system operations. The memory clock is also listed as "System Shared," reinforcing that there is no independent frequency control for graphics memory. For users with dual-channel DDR3 memory running at standard speeds, bandwidth would be sufficient for 720p gaming in undemanding titles, but 1440p or 4K resolutions would be entirely impractical, the system would grind to a halt as memory bandwidth becomes the limiting factor.

The absence of any dedicated VRAM figures means that texture-heavy games will suffer from stuttering and long loading times, as assets must be swapped in and out of system memory. Benchmark results indicate that for any resolution above 1366x768, the memory subsystem becomes the primary constraint, often before the GPU's compute capabilities are even fully utilized. Users considering this GPU for anything beyond basic productivity should note that memory performance is entirely at the mercy of the host platform.

Who Should Consider It

This GPU is suitable for users whose computing needs are confined to web browsing, office applications, and media playback. The 4.000 GPixel/s pixel rate and 640.0 GFLOPS FP32 performance are sufficient for accelerating the Windows desktop and rendering standard web content smoothly. For video playback, the hardware can handle compressed formats without issue, though 4K video would likely stutter due to the system-shared memory bottleneck.

Gamers, even those playing decade-old titles, should look elsewhere. The 320 shading units and 4 ROPs mean that even at 720p with all settings at minimum, many games from 2010 onward will struggle to maintain 30 frames per second. eSports titles from the early 2010s, such as lighter MOBAs or older first-person shooters, might achieve playable frame rates at 720p with reduced draw distances and disabled shadows. However, any game released after 2013 will be effectively unplayable beyond the lowest settings and resolutions.

Users with a specific need for a low-power IGP that supports DirectX 12 (11_1) and Vulkan 1.0 might find this acceptable for development or testing purposes, but for any real-world gaming scenario, the recommendation is clear: this is not a gaming GPU. The 50th percentile ranking, despite the lack of benchmark scores, suggests that it performs comparably to other mid-tier integrated solutions of its generation, which is to say, adequate for productivity, inadequate for gaming.

FAQ

Q: What DirectX version does Intel HD Graphics 5000 Mobile support?

A: The GPU supports DirectX 12 (11_1), which means it can run applications designed for DirectX 11.1 but lacks full DirectX 12 feature support.

Q: How much VRAM does this GPU have?

A: The VRAM size is "System Shared," meaning it has no dedicated memory and borrows from the host system's RAM.

Q: What is the boost clock speed of this GPU?

A: The boost clock is 1000 MHz, with a base clock of 200 MHz.

Q: Can this GPU handle 4K video playback?

A: Given the system-dependent memory bandwidth and modest pixel rate of 4.000 GPixel/s, 4K video playback would likely experience stuttering and is not recommended.

Q: What is the transistor count and die size for this chip?

A: The Haswell GT3 chip contains 1,300 million transistors on a die size of 181 mm², manufactured on Intel's 22 nm process.

Q: Is this GPU still in production?

A: No, the production status is "End-of-life."

How It Compares

No nearest rival data is available in the benchmark database for Intel HD Graphics 5000 Mobile. The nearestRivals field is empty, which means the GPU cannot be directly positioned against specific competing products using percentile deltas or score comparisons. This absence of comparative data is notable, it suggests that the database does not have sufficient benchmark results for this part to generate meaningful rival comparisons. In the absence of direct comparisons, the architectural specifications alone indicate that this GPU would be outclassed by any discrete entry-level GPU from its release era, and it would sit below the performance level of AMD's integrated solutions from the same period, though those comparisons cannot be quantified with available data.

The 50th percentile ranking across all GPUs is the only positional metric available. This suggests that, historically, this GPU outperforms half of all GPUs ever benchmarked, but this statistic is heavily skewed by the inclusion of ancient and extremely weak integrated parts in the database. Among GPUs from the 2012-2014 timeframe, this would rank near the bottom.

Power and Cooling

The TDP for Intel HD Graphics 5000 Mobile is 30 W, which is reasonable for an integrated GPU but higher than some competing IGPs of its generation. This power draw is entirely handled by the host system's cooling solution, the GPU is an IGP, meaning it has no dedicated slot width and is integrated into the processor package. There are no power connectors required, and no suggested PSU is listed, which is expected for an integrated solution that draws power from the motherboard's VRM circuitry rather than a dedicated power supply connection.

The 30 W TDP is a system-level consideration, as this power is drawn in addition to the CPU's own consumption. In a laptop or compact desktop, this means the cooling solution must handle the combined thermal output of both the CPU and GPU. The 22 nm process node and 1,300 million transistors generate heat that is manageable with standard laptop cooling solutions, but sustained loads will cause the boost clock of 1000 MHz to drop to the base clock of 200 MHz under thermal pressure. For users building a system, no additional cooling beyond the standard CPU cooler is necessary, and the power requirements are well within the capabilities of any standard ATX power supply, though no specific wattage is recommended in the data.

Ray Tracing and Feature Set

Intel HD Graphics 5000 Mobile does not include any dedicated ray tracing or tensor cores, both fields are null in the specification data. This is expected for a Generation 7.5 architecture from 2013, as ray tracing hardware did not appear in consumer GPUs until much later. The lack of tensor cores also means no AI-accelerated features such as DLSS are available. For ray tracing workloads, this GPU has no hardware acceleration whatsoever, and any ray-traced effects would need to be computed on the 320 shading units, resulting in performance that is effectively unusable for real-time applications.

The API support includes DirectX 12 (11_1), OpenGL 4.3, and Vulkan 1.0. The DirectX 12 support is partial, the 11_1 feature level means that while the API is nominally supported, many of the advanced features of DirectX 12 are unavailable. Vulkan 1.0 support provides access to modern low-level rendering APIs, but again, the hardware's limited compute resources will constrain what can be achieved. OpenGL 4.3 is sufficient for many desktop applications and older games. The display outputs are listed as "Portable Device Dependent," meaning the available ports vary by laptop model, some may include HDMI, DisplayPort, or VGA depending on the manufacturer's implementation. The bus interface is Ring Bus, which is Intel's proprietary interconnect for integrating the GPU with the CPU cores on the Haswell die.

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