ARC

Intel HD Graphics 505 Mobile

Intel graphics card specifications and benchmark scores

VRAM
650
MHz Boost
6W
TDP
Bus Width

At a Glance

Intel
VRAM System Shared
Boost Clock 650 MHz
Shaders 144
TDP 6W
Memory Type System Shared
Architecture Generation 9.0
nm
Process 14 nm
Released Sep 2016

Intel HD Graphics 505 Mobile Specifications

GPU Core

Shader units and compute resources

The Intel HD Graphics 505 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
144
Shaders
144
TMUs
18
ROPs
3
Execution Units
18

HD Graphics 505 Mobile Clock Speeds

GPU and memory frequencies

Clock speeds directly impact the HD Graphics 505 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 505 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
650 MHz
Boost Clock
650 MHz
Memory Clock
System Shared
GDDR GDDR 6X 6X

Intel's HD Graphics 505 Mobile Memory

VRAM capacity and bandwidth

VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The HD Graphics 505 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 505 Mobile Theoretical Performance

Compute and fill rates

Theoretical performance metrics provide a baseline for comparing the Intel HD Graphics 505 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)
187.2 GFLOPS
FP64 (Double)
23.40 GFLOPS (1:8)
Pixel Rate
1.950 GPixel/s
Texture Rate
11.70 GTexel/s

Generation 9.0 Architecture & Process

Manufacturing and design details

The Intel HD Graphics 505 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 505 Mobile will perform in GPU benchmarks compared to previous generations.

Architecture
Generation 9.0
GPU Name
Apollo Lake GT1.5
Process Node
14 nm
Foundry
Intel

Power & Thermal

TDP and power requirements

Power specifications for the Intel HD Graphics 505 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 505 Mobile to maintain boost clocks without throttling.

TDP
6 W
TDP
6W

HD Graphics 505 Mobile by Intel Physical & Connectivity

Dimensions and outputs

Physical dimensions of the Intel HD Graphics 505 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 505 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 (12_1)
DirectX
12 (12_1)
OpenGL
4.6
OpenGL
4.6
Vulkan
1.3
Vulkan
1.3
OpenCL
3.0
Shader Model
6.4

HD Graphics 505 Mobile Product Information

Release and pricing details

The Intel HD Graphics 505 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 505 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
Sep 2016
Production
End-of-life

About Intel HD Graphics 505 Mobile

The Intel HD Graphics 505 Mobile is an integrated graphics processor built on Intel's 14 nm process, using the Apollo Lake GT1.5 chip and the Generation 9.0 architecture. It is classified as an IGP with a Ring Bus interface, and it has been marked as end-of-life since its release on 2016-08-31. The part is positioned at the 50th percentile among all GPUs in the database, indicating a median performance standing, though its average benchmark score is recorded as 0, meaning no synthetic or real-world benchmarks are available in the dataset. This analysis relies solely on the technical specifications provided, interpreting what those figures imply for power, features, memory, and theoretical performance.

Power and Cooling

The HD Graphics 505 Mobile carries a thermal design power (TDP) of just 6 W. This extremely low power envelope is characteristic of an integrated solution designed for compact, fanless, or passively cooled systems, where thermal dissipation is a primary constraint. The slot width is listed as "IGP," confirming that it is not a discrete add-in card but rather a GPU integrated into the host processor or chipset. Consequently, the product has no dedicated power connectors; the `powerConnectors` field is null. There is also no suggested PSU recommendation, which is expected because the GPU draws all its power from the motherboard's standard power delivery, and the overall system PSU requirement is determined by the CPU and other components, not this GPU.

The base clock is 200 MHz, with a boost clock of 650 MHz. This wide frequency range suggests aggressive power gating and dynamic clock scaling, allowing the GPU to idle at very low power and only ramp up to 650 MHz under load. The 6 W TDP is the maximum sustained power draw, and in practice, the average consumption will be far lower during typical use. For cooling, the GPU relies on the system's existing thermal solution—whether that is a small heatsink, a heatpipe, or the chassis airflow. No additional cooling hardware is required beyond what is already present in the host device. The absence of a suggested PSU also reflects that this is a mobile or embedded part, often found in laptops, mini-PCs, or tablets, where the power supply is integrated into the device and not user-replaceable.

Ray Tracing and Feature Set

The HD Graphics 505 Mobile does not include dedicated ray tracing (RT) cores or tensor cores; both fields are null. This means that any ray-traced effects must be handled through compute shaders or other software-based approaches, which is typical for an integrated GPU of this generation. However, the API support is surprisingly modern for a 2016 product. It supports DirectX 12 with a feature level of 12_1, which includes features such as conservative rasterization, rasterizer-ordered views, and higher-order tessellation. OpenGL 4.6 is also supported, providing compatibility with a wide range of desktop and professional applications. Vulkan 1.3 is listed, which is a recent version of the low-overhead graphics API, enabling efficient multi-threaded rendering and explicit control over GPU resources.

The presence of these APIs does not imply high performance, but it does mean that the hardware is capable of running modern graphics workloads, albeit at low resolutions and detail settings. The lack of RT and tensor cores limits the GPU's ability to accelerate ray tracing or AI-based features such as DLSS, but those technologies were not mainstream at the time of its release. The shading units count 144, with 18 texture mapping units (TMUs) and 3 raster operation units (ROPs). These counts are modest, and the pixel rate is 1.950 GPixel/s, while the texture rate is 11.70 GTexel/s. The FP32 compute throughput is 187.2 GFLOPS. These numbers indicate a part that is designed for basic 2D acceleration, video playback, and light 3D workloads, not for high-end gaming or compute tasks.

Memory Subsystem

The memory configuration is entirely system-shared. The GPU uses the host system's main memory for both frame buffer and texture storage, with no dedicated VRAM. The memory type is listed as "System Shared," the bus width is "System Shared," and the bandwidth is "System Dependent." This means that the effective memory bandwidth available to the GPU is determined by the host system's memory controller, the number of memory channels, and the memory speed (e.g., DDR3L or LPDDR4). In a typical laptop or mini-PC, this might be a single-channel configuration, which would provide a fraction of the bandwidth available on discrete GPUs with dedicated GDDR memory.

The lack of dedicated VRAM has several implications. First, the GPU and CPU share the same memory pool, so heavy graphics workloads can compete with system memory for bandwidth, leading to performance degradation. Second, the memory bus width is not fixed; it depends on the host CPU's memory interface. The HD Graphics 505 is paired with Apollo Lake processors, which typically support dual-channel memory, but the actual configuration varies by system. Third, the "System Dependent" bandwidth means that performance can vary significantly from one device to another, even with the same GPU. For high resolutions, such as 1440p or 4K, the shared memory and limited bandwidth become a bottleneck, as the GPU must fetch and write large amounts of data over the same bus that the CPU uses. This is especially problematic for texture-heavy scenes or high-detail settings, where the GPU's limited ROP count (3) and low pixel rate will also constrain fill-rate performance.

How It Compares

The dataset provides no nearest rivals for the Intel HD Graphics 505 Mobile; the `nearestRivals` array is empty. Consequently, a direct head-to-head comparison against specific competing GPUs is not possible from the available facts. The only comparative metric is the percentile field, which lists a value of 50. This indicates that, within the database's tracked GPUs, this part sits at the exact median—meaning it outperforms 50% of all GPUs and is outperformed by the other 50%. This is a broad, database-level ranking, not a comparison to a particular competitor. Without rival names or scores, we cannot state specific deltas or percentages relative to other products.

Given the lack of rival data, the comparison must be contextualized through the GPU's own specifications. The 6 W TDP, 144 shading units, and 187.2 GFLOPS FP32 throughput place it firmly in the entry-level integrated segment. It is likely to be slower than most discrete GPUs from the same era, but it may be competitive with other low-power integrated solutions from Intel or AMD. However, without explicit rival data, any such statement would be speculative. The percentile of 50 suggests that the database contains a wide range of GPUs, including many high-end discrete parts, and that this integrated GPU is not at the bottom but rather in the middle, which is plausible given that the database may include many older or equally weak integrated parts. The absence of an average benchmark score (0) further limits quantitative comparison, so the analysis must rely on the theoretical rates described earlier.

Benchmark Performance

The `avgBenchmarkScore` for the Intel HD Graphics 505 Mobile is 0, meaning no benchmark results are recorded in the dataset. Therefore, we cannot provide any measured performance scores or deltas. However, we can analyze the theoretical throughput values that are given: pixel rate of 1.950 GPixel/s, texture rate of 11.70 GTexel/s, and FP32 compute of 187.2 GFLOPS. These numbers represent the maximum achievable rates under ideal conditions, assuming no bottlenecks from memory bandwidth or driver overhead.

The pixel rate of 1.950 GPixel/s means that the GPU can fill approximately 1.95 billion pixels per second. At a typical 1080p resolution (1920×1080 ≈ 2.07 million pixels), this would allow a fill rate of roughly 940 frames per second if the GPU were purely pixel-limited, but in practice, other factors such as geometry, texturing, and memory bandwidth will dominate. The texture rate of 11.70 GTexel/s indicates the speed at which texture samples can be fetched and filtered; this is a modest figure, suggesting that complex textures or high anisotropic filtering will quickly become a bottleneck. The FP32 throughput of 187.2 GFLOPS is the raw compute capability for single-precision floating-point operations. This is low compared to even entry-level discrete GPUs from the same period, but it is sufficient for basic shader effects, video processing, and light compute workloads.

The clock speeds (200 MHz base, 650 MHz boost) combined with 144 shading units yield the FP32 figure. The shading units are likely organized as 18 execution units (each containing 8 ALUs), which matches the 144 count. The TMU count of 18 and ROP count of 3 are also consistent with a very small GPU. The ROP count of 3 is particularly low, which limits the pixel fill rate and makes the GPU unsuitable for high-resolution or high-refresh-rate displays. The texture rate is derived from the TMUs and clock speed: 18 TMUs × 650 MHz = 11.7 GTexel/s, exactly matching the given value. Similarly, the pixel rate is 3 ROPs × 650 MHz = 1.95 GPixel/s. These calculations confirm that the listed rates are peak theoretical values at the boost clock.

In the absence of measured benchmarks, the theoretical rates provide the only quantitative insight. They indicate that the HD Graphics 505 Mobile is capable of basic 2D desktop rendering, hardware-accelerated video decode, and very light 3D applications such as older games at low resolutions and detail settings. For modern titles or any workload requiring high fill rates or compute throughput, the GPU will fall far short. The 50th percentile ranking, while not a direct performance measure, suggests that the database includes many GPUs that are equally limited, so the part is not an outlier at the bottom. Overall, the data paints a picture of a low-power, integrated graphics solution that is best suited for productivity and media consumption, not for gaming or professional graphics work.

Detailed benchmark scores and charts for the Intel HD Graphics 505 Mobile are below.

Benchmark Scores

No benchmark data available for this GPU.

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