ARC

Intel HD Graphics 510

Intel graphics card specifications and benchmark scores

VRAM
950
MHz Boost
15W
TDP
Bus Width

At a Glance

Intel
VRAM System Shared
Boost Clock 950 MHz
Shaders 96
TDP 15W
Memory Type System Shared
Architecture Generation 9.0
nm
Process 14 nm+
Released Sep 2015

Intel HD Graphics 510 Specifications

HD Graphics 510 GPU Core

Shader units and compute resources

The Intel HD Graphics 510 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
96
Shaders
96
TMUs
12
ROPs
2
Execution Units
12

HD Graphics 510 Clock Speeds

GPU and memory frequencies

Clock speeds directly impact the HD Graphics 510'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 510 by Intel dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.

Base Clock
350 MHz
Base Clock
350 MHz
Boost Clock
950 MHz
Boost Clock
950 MHz
Memory Clock
System Shared
GDDR GDDR 6X 6X

Intel's HD Graphics 510 Memory

VRAM capacity and bandwidth

VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The HD Graphics 510'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 510 Theoretical Performance

Compute and fill rates

Theoretical performance metrics provide a baseline for comparing the Intel HD Graphics 510 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)
182.4 GFLOPS
FP64 (Double)
45.60 GFLOPS (1:4)
FP16 (Half)
364.8 GFLOPS (2:1)
Pixel Rate
1.900 GPixel/s
Texture Rate
11.40 GTexel/s

Generation 9.0 Architecture & Process

Manufacturing and design details

The Intel HD Graphics 510 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 510 will perform in GPU benchmarks compared to previous generations.

Architecture
Generation 9.0
GPU Name
Skylake GT1
Process Node
14 nm+
Foundry
Intel

Intel's HD Graphics 510 Power & Thermal

TDP and power requirements

Power specifications for the Intel HD Graphics 510 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 510 to maintain boost clocks without throttling.

TDP
15 W
TDP
15W

HD Graphics 510 by Intel Physical & Connectivity

Dimensions and outputs

Physical dimensions of the Intel HD Graphics 510 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
Motherboard Dependent
Display Outputs
Motherboard Dependent

Intel API Support

Graphics and compute APIs

API support determines which games and applications can fully utilize the Intel HD Graphics 510. 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 510 Product Information

Release and pricing details

The Intel HD Graphics 510 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 510 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 2015
Production
End-of-life

HD Graphics 510 Benchmark Scores

geekbench_openclSource

Geekbench OpenCL tests GPU compute performance using the cross-platform OpenCL API. This shows how Intel HD Graphics 510 handles parallel computing tasks like video encoding and scientific simulations. OpenCL is widely supported across different GPU vendors and platforms. Higher scores benefit applications that leverage GPU acceleration for non-graphics workloads.

geekbench_opencl #570 of 650
2,380
1%
Max: 388,405

geekbench_vulkanSource

Geekbench Vulkan tests GPU compute using the modern low-overhead Vulkan API. This shows how Intel HD Graphics 510 performs with next-generation graphics and compute workloads.

geekbench_vulkan #435 of 446
2,230
1%
Max: 376,915

About Intel HD Graphics 510

The Intel HD Graphics 510 is Intel’s integrated graphics solution built around the Skylake GT1 chip, fabricated on Intel’s 14 nm+ process. It carries 96 shading units, 12 texture units, and 2 ROPs, with a 350 MHz base clock and a 950 MHz boost clock. In the two listed benchmarks, the part scores 2380 in Geekbench OpenCL and 2586 in Geekbench Vulkan, producing an average benchmark score of 2483. That average places the HD Graphics 510 in the 14th percentile of all GPUs in the database, a low ranking that is nonetheless surrounded by a very tight cluster of competitors.

Benchmark Performance

The Geekbench OpenCL result of 2380 is the weaker of the two listed scores, while the Geekbench Vulkan result of 2586 is the stronger. Combined, those results produce an average score of 2483. A 14th percentile ranking places the HD Graphics 510 below the large majority of GPUs in the database, but the nearest rival data shows that the surrounding competition is compressed into a very small range.

The NVIDIA Quadro K2000M has an average score of 2529, which puts the HD Graphics 510 1.8% behind it. The NVIDIA GeForce GT 635M averages 2504, leaving the HD Graphics 510 0.8% behind. Going the other direction, the NVIDIA GeForce MX250 averages 2449, making the HD Graphics 510 1.4% faster, and the NVIDIA GeForce GT 710M averages 2422, placing the HD Graphics 510 2.5% ahead. The largest gap in either direction is therefore just 2.5%, which means the HD Graphics 510 is not an outlier inside its immediate competitive set.

The fixed-function throughput numbers reinforce that positioning. Pixel output is 1.900 GPixel/s, texture output is 11.40 GTexel/s, and FP32 compute is 182.4 GFLOPS. FP16 output is 364.8 GFLOPS, listed at a 2:1 ratio. With only 2 ROPs and 12 TMUs, the chip is heavily constrained on final pixel fill and texture fetching. The 96 shading units are the main compute resource, and they produce the modest performance that the benchmark scores reflect.

The Vulkan score being higher than the OpenCL score is worth noting for application-specific expectations. In the aggregate, however, the HD Graphics 510 sits at a performance level that is internally consistent: low-end number, low fill rates, low compute rates, and a bottom-quartile position in the database.

How It Compares

NVIDIA GeForce GT 635M: The GT 635M averages 2504 in the same database. The HD Graphics 510 trails by 0.8%, which makes the two parts effectively equivalent in aggregate benchmark performance. The 0.8% delta is small enough that the ranking between the two is more a matter of data rounding than meaningful superiority.

NVIDIA GeForce MX250: The MX250 averages 2449. The HD Graphics 510 leads by 1.4%. That is a measurable advantage, but it is still a narrow one. In practical terms, the HD Graphics 510 is not categorically faster than the MX250; it simply occupies the same performance stratum.

NVIDIA Quadro K2000M: The Quadro K2000M averages 2529. The HD Graphics 510 is 1.8% behind, which is the largest deficit in the nearest-rival set. The K2000M is the strongest of the four listed rivals, though its advantage over the HD Graphics 510 is still within the noise of real-world workloads.

NVIDIA GeForce GT 710M: The GT 710M averages 2422. The HD Graphics 510 leads by 2.5%, the largest positive delta in the entire rival group. This is the clearest comparison win for the Intel part, and even that win is modest.

Ray Tracing and Feature Set

The HD Graphics 510 has no ray tracing cores and no tensor cores in its specification data. That means there is no dedicated hardware acceleration for ray-traced rendering or tensor-based workloads. All compute work is left to the 96 shading units.

The API support is more modern than the hardware size might suggest. The HD Graphics 510 supports DirectX 12 (12_1), OpenGL 4.6, and Vulkan 1.3. The listed DirectX 12 feature level is 12_1. For a chip in the 14th percentile of all GPUs, that API set is not the limiting factor; the raw throughput is.

The memory subsystem is entirely System Shared. Memory size, memory type, and bus width are all listed as System Shared, while bandwidth is System Dependent. That makes the HD Graphics 510 reliant on the host system’s memory performance rather than a dedicated memory interface. The bus interface is Ring Bus, and the slot width is IGP, confirming that the part is not a discrete expansion card. Display outputs are Motherboard Dependent, so connectivity depends on the motherboard rather than the GPU itself.

The feature set also includes fixed-function rates of 1.900 GPixel/s and 11.40 GTexel/s. The base clock is 350 MHz, the boost clock is 950 MHz, and the thermal design power is 15 W. There are no RT cores and no tensor cores, so the feature set remains focused on conventional rasterization and compute through the 96 shading units.

FAQ

Q: What is the average benchmark score for the Intel HD Graphics 510?

A: The average score is 2483 across the two listed tests: 2380 in Geekbench OpenCL and 2586 in Geekbench Vulkan.

Q: How does the HD Graphics 510 compare to the NVIDIA GeForce GT 635M?

A: The GeForce GT 635M averages 2504, and the HD Graphics 510 is 0.8% behind that score.

Q: Does the HD Graphics 510 support ray tracing?

A: No. The specification data lists no ray tracing cores and no tensor cores. The chip does support DirectX 12 (12_1), OpenGL 4.6, and Vulkan 1.3.

Q: What are the core clocks and compute rates?

A: The base clock is 350 MHz and the boost clock is 950 MHz. The pixel rate is 1.900 GPixel/s, the texture rate is 11.40 GTexel/s, FP32 performance is 182.4 GFLOPS, and FP16 performance is 364.8 GFLOPS at a 2:1 ratio.

Q: Is the HD Graphics 510 a discrete graphics card?

A: No. Its slot width is IGP, memory is System Shared, bandwidth is System Dependent, and display outputs are Motherboard Dependent.

Q: What is the power draw of the HD Graphics 510?

A: The listed thermal design power is 15 W.

Who Should Consider It

The HD Graphics 510 is for workloads that fit inside a very specific performance envelope. The 14th percentile ranking and the 2483 average score place it near the bottom of the GPU database, so anyone expecting high-frame-rate 3D rendering is outside the target audience. The realistic use case is low-intensity graphics acceleration, legacy-level 3D applications, and integrated-platform convenience.

Users should plan for reduced resolutions and lower detail settings in 3D workloads. The pixel rate of 1.900 GPixel/s and the presence of only 2 ROPs are hard limits on final image output. Similarly, the 11.40 GTexel/s texture rate and 12 TMUs limit texture-heavy scenes. For pure compute, the FP32 ceiling of 182.4 GFLOPS is enough for simple shaders and basic effects, but not for demanding modern rendering.

The Vulkan score of 2586 is higher than the OpenCL score of 2380, so Vulkan-based applications may show a modest advantage. Even so, the broader data is clear: every listed nearest rival sits within 2.5% of the HD Graphics 510. It leads the GeForce GT 710M by 2.5%, leads the GeForce MX250 by 1.4%, trails the GeForce GT 635M by 0.8%, and trails the Quadro K2000M by 1.8%. That cluster of results defines the performance class precisely.

With a 15 W TDP, IGP slot width, and System Shared memory, the HD Graphics 510 presents no expansion-card requirements. The production status is end-of-life, so it belongs to older platforms. It should be considered by users whose performance target is the 2483 average-score range, who are prepared to run at lower settings, and who do not need ray tracing cores or tensor cores.

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