ARC

Intel HD Graphics 520 Mobile

Intel graphics card specifications and benchmark scores

VRAM
900
MHz Boost
15W
TDP
Bus Width

At a Glance

Intel
VRAM System Shared
Boost Clock 900 MHz
Shaders 192
TDP 15W
Memory Type System Shared
Architecture Generation 9.0
nm
Process 14 nm+
Released Sep 2015

Intel HD Graphics 520 Mobile Specifications

GPU Core

Shader units and compute resources

The Intel HD Graphics 520 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
192
Shaders
192
TMUs
24
ROPs
3
Execution Units
24

HD Graphics 520 Mobile Clock Speeds

GPU and memory frequencies

Clock speeds directly impact the HD Graphics 520 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 520 Mobile by Intel dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.

Base Clock
300 MHz
Base Clock
300 MHz
Boost Clock
900 MHz
Boost Clock
900 MHz
Memory Clock
System Shared
GDDR GDDR 6X 6X

Intel's HD Graphics 520 Mobile Memory

VRAM capacity and bandwidth

VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The HD Graphics 520 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 520 Mobile Theoretical Performance

Compute and fill rates

Theoretical performance metrics provide a baseline for comparing the Intel HD Graphics 520 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)
345.6 GFLOPS
FP64 (Double)
86.40 GFLOPS (1:4)
FP16 (Half)
691.2 GFLOPS (2:1)
Pixel Rate
2.700 GPixel/s
Texture Rate
21.60 GTexel/s

Generation 9.0 Architecture & Process

Manufacturing and design details

The Intel HD Graphics 520 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 520 Mobile will perform in GPU benchmarks compared to previous generations.

Architecture
Generation 9.0
GPU Name
Skylake GT2
Process Node
14 nm+
Foundry
Intel
Die Size
123 mm²

Power & Thermal

TDP and power requirements

Power specifications for the Intel HD Graphics 520 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 520 Mobile to maintain boost clocks without throttling.

TDP
15 W
TDP
15W

HD Graphics 520 Mobile by Intel Physical & Connectivity

Dimensions and outputs

Physical dimensions of the Intel HD Graphics 520 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 520 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 520 Mobile Product Information

Release and pricing details

The Intel HD Graphics 520 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 520 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 2015
Production
End-of-life

About Intel HD Graphics 520 Mobile

Intel HD Graphics 520 Mobile is an integrated graphics processor based on the Skylake GT2 chip, built on Intel's 14 nm+ process. It uses the Generation 9.0 architecture and is positioned for mobile platforms, with a die size of 123 mm². The part is end-of-life, having been released in 2015, and its average benchmark score registers at zero, placing it at the 50th percentile among all GPUs. This profile indicates a part that is fundamentally limited by its integrated nature and the system-dependent resources it relies upon.

Benchmark Performance

The benchmark data for the Intel HD Graphics 520 Mobile is essentially null, with no synthetic scores or frame-rate results recorded in the fact pack. The average benchmark score is listed as 0, and the array of benchmarks is empty. This absence of data makes direct quantitative performance analysis impossible. The 50th percentile placement among all GPUs is a statistical placeholder rather than a measure of competitive strength, as the zero score indicates a lack of measurable results rather than a mid-pack performance level.

Given the hardware specifications, the theoretical peak performance is calculable but modest. The graphics core operates at a base clock of 300 MHz, boosting to 900 MHz. This yields a pixel rate of 2.700 GPixel/s and a texture rate of 21.60 GTexel/s. The FP32 compute throughput is rated at 345.6 GFLOPS, with FP16 at 691.2 GFLOPS via a 2:1 ratio. These figures are indicative of a part designed for basic display output and light 2D workloads, not for competitive gaming or compute tasks. In practice, the lack of any benchmark results suggests that the integrated GPU is not capable of producing meaningful scores in modern test suites, which typically demand dedicated graphics memory and higher compute throughput.

The absence of nearest rivals in the data further complicates positioning. Without comparison points, the performance must be inferred from the raw specification. The 192 shading units, 24 texture mapping units, and only 3 ROPs are extremely low counts, even for integrated graphics of its era. This configuration will struggle with any 3D rendering beyond the simplest scenes, and the data supports the conclusion that it is a fallback option rather than a primary gaming solution.

How It Compares

The fact pack lists no nearest rivals for the Intel HD Graphics 520 Mobile, so a direct comparative analysis against specific alternative GPUs is not possible. The nearestRivals array is empty, and no competitor names, scores, or deltaPct values are provided. Consequently, the positioning must rely on the internal specifications and the general context of integrated graphics. Compared to any dedicated entry-level graphics card, the HD 520 Mobile would be significantly slower, but such comparisons cannot be quantified here due to the lack of data.

The lack of rival data means that the 50th percentile placement is not validated by any head-to-head results. The chip's 14 nm+ process node is relatively advanced for its release period, but the architecture's limitations dominate. With only 3 ROPs, the fill-rate bottleneck is severe, and the system-shared memory interface means that all memory operations are contingent on the host system's RAM speed and bandwidth. This dependency creates a wide variance in real-world performance, but the data does not capture any of that variance.

Memory Subsystem

The memory subsystem of the Intel HD Graphics 520 Mobile is entirely system-shared. The memory size, type, and bus width are all listed as "System Shared," with bandwidth described as "System Dependent." This means the GPU does not have its own dedicated VRAM; instead, it uses a portion of the system's main memory, which is typically DDR3 or DDR4 in laptops from that era. The lack of a fixed bus width or bandwidth figure is critical, as performance will vary heavily based on the host platform's memory configuration.

For high-resolution workloads, this design is a fundamental handicap. Without dedicated memory, the GPU competes with the CPU for memory bandwidth, and the shared bus will throttle both. The system-dependent bandwidth means that a laptop with slower or single-channel memory will see degraded performance, while dual-channel configurations may offer marginal improvements. The pixel rate of 2.700 GPixel/s and the low ROP count further cap the ability to handle high-resolution textures and framebuffers. At 1080p or higher, the memory bandwidth and fill-rate limits will cause significant frame drops, even in less demanding titles. The data indicates that the memory subsystem is not designed for high-resolution gaming but rather for basic desktop compositing and video playback.

Who Should Consider It

Based on the available data, the Intel HD Graphics 520 Mobile is suitable only for users with the most minimal graphics demands. The zero benchmark score and the low compute figures (345.6 GFLOPS FP32) dictate that it is not viable for modern gaming at any resolution beyond very low settings and older titles. For 720p or below, and with all graphical effects disabled, it might handle very light 2D games or indie titles, but the data does not support any claim of playable frame rates.

The integrated nature and system-shared memory mean that it is best suited for office productivity, web browsing, and video streaming, where 3D acceleration is rarely needed. Users who attempt to play games will face significant challenges, as the 3 ROPs and 192 shading units are insufficient for even entry-level 3D workloads. The lack of any benchmark results suggests that it fails to meet the minimum requirements for most contemporary test suites. It is a fallback option for legacy systems or basic portable computing, not a component for a gaming-oriented build.

Ray Tracing and Feature Set

The Intel HD Graphics 520 Mobile does not include dedicated ray tracing cores or tensor cores; these fields are null in the fact pack. This means that hardware-accelerated ray tracing is not supported, and any ray-traced effects would need to be computed via the shader units, which is impractical given the low FP32 throughput. The feature set is limited to the standard DirectX and OpenGL capabilities. The API support includes DirectX 12 (12_1), OpenGL 4.6, and Vulkan 1.3, which are the software interfaces available to the driver.

While the API support is modern on paper, the hardware is too weak to leverage these APIs for advanced features. DirectX 12 and Vulkan allow for lower-level hardware access, but the underlying execution units are still limited to 192. The FP16 rate of 691.2 GFLOPS (2:1) is double the FP32 rate, which could theoretically accelerate certain compute workloads, but again, the absolute numbers are too low for practical use. The display outputs are listed as "Portable Device Dependent," indicating that the actual ports vary by laptop manufacturer, and the bus interface is a Ring Bus, which ties the GPU into the CPU's internal fabric. This feature set is adequate for basic video decode and 2D acceleration, but it lacks any modern gaming or AI features.

Power and Cooling

The Thermal Design Power (TDP) of the Intel HD Graphics 520 Mobile is 15 W, which is a very low figure typical of integrated graphics in ultraportable laptops. This low TDP means that it does not require a dedicated cooling solution; it relies on the system's existing heatsink and fan. There is no suggested PSU, and the power connectors field is null, reflecting that the GPU is integrated into the processor and draws power from the motherboard's VRM circuitry, not from a separate power supply.

The 15 W TDP is shared with the CPU cores in many configurations, so the actual power draw available to the GPU is limited. This necessitates the low base and boost clocks of 300 MHz and 900 MHz, respectively, to stay within thermal and power budgets. The slot width is listed as "IGP," which confirms it is an integrated graphics processor, not a discrete card. For cooling, a standard laptop heatsink is sufficient, and there is no need for additional fans or liquid cooling. The practical implication is that the GPU will throttle under sustained load to maintain the 15 W envelope, further limiting its already low performance. The data shows a part that is power-efficient but performance-starved, making it a non-factor for any demanding workload.

Detailed benchmark scores and charts for the Intel HD Graphics 520 Mobile are below.

Benchmark Scores

No benchmark data available for this GPU.

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