ARC

Intel HD Graphics 530 Mobile

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 192
TDP 15W
Memory Type System Shared
Architecture Generation 9.0
nm
Process 14 nm+
Released Sep 2015

Intel HD Graphics 530 Mobile Specifications

HD Graphics 530 Mobile GPU Core

Shader units and compute resources

The Intel HD Graphics 530 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 530 Mobile Clock Speeds

GPU and memory frequencies

Clock speeds directly impact the HD Graphics 530 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 530 Mobile 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 530 Mobile Memory

VRAM capacity and bandwidth

VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The HD Graphics 530 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 530 Mobile Theoretical Performance

Compute and fill rates

Theoretical performance metrics provide a baseline for comparing the Intel HD Graphics 530 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)
364.8 GFLOPS
FP64 (Double)
91.20 GFLOPS (1:4)
FP16 (Half)
729.6 GFLOPS (2:1)
Pixel Rate
2.850 GPixel/s
Texture Rate
22.80 GTexel/s

Generation 9.0 Architecture & Process

Manufacturing and design details

The Intel HD Graphics 530 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 530 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

Intel's HD Graphics 530 Mobile Power & Thermal

TDP and power requirements

Power specifications for the Intel HD Graphics 530 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 530 Mobile to maintain boost clocks without throttling.

TDP
15 W
TDP
15W

HD Graphics 530 Mobile by Intel Physical & Connectivity

Dimensions and outputs

Physical dimensions of the Intel HD Graphics 530 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 530 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 530 Mobile Product Information

Release and pricing details

The Intel HD Graphics 530 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 530 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

HD Graphics 530 Mobile Benchmark Scores

No benchmark data available for this GPU.

About Intel HD Graphics 530 Mobile

Intel HD Graphics 530 Mobile is an integrated GPU from Intel’s Generation 9.0 architecture, built around the Skylake GT2 chip on Intel’s 14 nm+ process with a die size of 123 mm². It was released on 2015-08-31 and its production status is End-of-life. The database entry records a 50th percentile position among all GPUs and an average benchmark score of 0; the benchmarks array is empty, and no nearest rivals are listed.

Benchmark Performance

The benchmark record for this part is empty. No entries appear in the benchmarks array, so there are no measured frame rates, synthetic scores, or workload-specific results to analyze. The nearestRivals array is also empty, which means no exact percentage deltas can be computed against any named competitor. The only aggregate comparative values are the percentileVsAllGpus field, set to 50, and the average benchmark score, set to 0. In isolation, the 50th percentile would place the GPU at the midpoint of the database’s all-GPU distribution, but the empty benchmark table provides no supporting test scores for that placement.

Specification-level figures are the only concrete performance data available. The GPU uses 192 shading units, 24 texture mapping units, and 3 raster output units. Its base clock is 350 MHz, and its boost clock is 950 MHz; no game clock is specified. From those resources, the recorded pixel rate is 2.850 GPixel/s, the texture rate is 22.80 GTexel/s, and FP32 throughput is 364.8 GFLOPS. FP16 throughput is listed as 729.6 GFLOPS at a 2:1 ratio. The FP16 figure is exactly twice the FP32 figure, and it is not accompanied by tensor cores, since the tensor core field is null.

These rates define a modest integrated part. The TDP is 15 W, and the slot width is IGP, so the design is bounded by a small power envelope and integrated placement rather than by an external power connector. Because the benchmarks array is empty, there is no evidence in the data of how this part behaves in sustained workloads. The boost clock of 950 MHz is substantially higher than the 350 MHz base clock, but the database does not include a sustained clock figure or a game clock figure. Without benchmark entries, the actual duration of boost operation cannot be determined from the available fields.

The practical consequence of the empty benchmark data is that all comparisons must be structural. The 192 shading units, 24 TMUs, and 3 ROPs are the hardware blocks that any workload will use. The pixel and texture rates are fixed output ceilings. The FP32 and FP16 throughput values are the compute ceilings. None of these numbers is a measured game score, but they are the only numerical performance evidence in the database for this GPU.

Memory Subsystem

The memory configuration is entirely System Shared. Memory size is System Shared, memory type is System Shared, and bus width is System Shared. There is no dedicated VRAM pool listed for this GPU. Bandwidth is described as System Dependent, so no fixed bandwidth value exists in the specification. This means the GPU’s memory capacity and memory throughput are functions of the host platform, not of the GPU itself.

For high-resolution workloads, the lack of dedicated VRAM is important because the GPU must rely on shared system memory for frame buffers and textures. The database records no bus width and no bandwidth number for this part, so it is not possible to quote a memory bandwidth ceiling. The effective bandwidth will change depending on the system memory configuration, which is precisely what the “System Dependent” field indicates.

The fixed limits in the memory subsystem are therefore the core-side throughput values. Pixel rate is 2.850 GPixel/s, and texture rate is 22.80 GTexel/s. Those rates do not scale with memory type, because they are derived from the GPU’s own rendering blocks. However, the overall experience at high resolutions will also depend on how much system memory is available and how the platform allocates it to the integrated GPU. The database does not provide a separate shared-memory bandwidth figure, so no high-resolution bandwidth conclusion can be made beyond the fact that bandwidth is system-dependent.

Ray Tracing and Feature Set

The rtCores field is null, and the tensorCores field is null. The data therefore records no dedicated ray tracing hardware and no dedicated tensor acceleration hardware. This is a notable part of the feature set, since some GPUs in the database report those blocks explicitly. Here, neither block is present.

The API list is more modern than the absence of RT/tensor cores might suggest. The supported DirectX version is 12 with feature level 12_1. OpenGL support is 4.6, and Vulkan support is 1.3. These are the only API fields in the fact pack. Feature level 12_1 and Vulkan 1.3 expose contemporary API entry points, but they do not themselves indicate hardware ray tracing support. The API fields are separate from the null RT core data, so the correct reading is that the GPU supports these API versions while lacking dedicated ray tracing hardware.

Display outputs are recorded as Portable Device Dependent. That means the physical output configuration is determined by the portable device rather than by a fixed set of ports on the GPU itself. The bus interface is Ring Bus, which is consistent with an integrated part whose data path is on the processor’s ring interconnect. The slot width is IGP. No power connector data is recorded, and no suggested PSU figure is recorded, which is expected for a 15 W integrated GPU rather than a discrete card.

FAQ

Q: What architecture and process node does the Intel HD Graphics 530 Mobile use?

A: It belongs to Intel’s Generation 9.0 architecture. Its chip is Skylake GT2, built on Intel’s 14 nm+ process. The die size is 123 mm², and the foundry is Intel.

Q: Does this GPU have dedicated VRAM?

A: No. Memory size, memory type, and bus width are all recorded as System Shared. Bandwidth is System Dependent, so there is no dedicated VRAM figure in the data.

Q: Does it support hardware ray tracing or tensor operations?

A: The rtCores field is null and the tensorCores field is null, so no dedicated ray tracing or tensor hardware is recorded. It supports DirectX 12 (12_1), OpenGL 4.6, and Vulkan 1.3, but those API versions are not paired with RT core or tensor core data.

Q: What are the clock speeds?

A: The base clock is 350 MHz and the boost clock is 950 MHz. No game clock is listed in the database.

Q: What are the fill rates and compute throughput?

A: Pixel rate is 2.850 GPixel/s, texture rate is 22.80 GTexel/s, FP32 throughput is 364.8 GFLOPS, and FP16 throughput is 729.6 GFLOPS at a 2:1 ratio.

Q: Is the Intel HD Graphics 530 Mobile still in production?

A: No. Its production status is End-of-life. It was released on 2015-08-31.

How It Compares

The nearestRivals array for the Intel HD Graphics 530 Mobile is empty. There are no rival names, rival scores, or deltaPct values in the database entry, so the part cannot be positioned against any specific product. The only comparative data point is the overall percentileVsAllGpus of 50, which places it at the middle of the all-GPU distribution, alongside an average benchmark score of 0 and an empty benchmarks array. Without rival entries, there is no percentage lead or deficit to report against any named GPU. The comparison section is therefore limited to the structural specifications: 192 shading units, 24 TMUs, 3 ROPs, 350 MHz base clock, 950 MHz boost clock, 15 W TDP, and system-shared memory with bandwidth dependent on the host system.

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