Intel HD Graphics 610
Intel graphics card specifications and benchmark scores
At a Glance
IntelIntel HD Graphics 610 Specifications
GPU Core
Shader units and compute resources
The Intel HD Graphics 610 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.
HD Graphics 610 Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the HD Graphics 610'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 610 by Intel dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
Intel's HD Graphics 610 Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The HD Graphics 610'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.
HD Graphics 610 Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the Intel HD Graphics 610 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.
Generation 9.5 Architecture & Process
Manufacturing and design details
The Intel HD Graphics 610 is built on Intel's Generation 9.5 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 610 will perform in GPU benchmarks compared to previous generations.
Power & Thermal
TDP and power requirements
Power specifications for the Intel HD Graphics 610 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 610 to maintain boost clocks without throttling.
HD Graphics 610 by Intel Physical & Connectivity
Dimensions and outputs
Physical dimensions of the Intel HD Graphics 610 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.
Intel API Support
Graphics and compute APIs
API support determines which games and applications can fully utilize the Intel HD Graphics 610. 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.
HD Graphics 610 Product Information
Release and pricing details
The Intel HD Graphics 610 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 610 by Intel represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.
About Intel HD Graphics 610
Intel HD Graphics 610 is an entry-level integrated graphics solution built on the Kaby Lake GT1 chip using Intel's Generation 9.5 architecture and a 14 nm++ process node. It carries a 5 W TDP, uses the Ring Bus interface, and is classified as an IGP with motherboard-dependent display outputs. The part is end-of-life, having launched in late August 2016. Benchmark results place it near the bottom of the performance spectrum, with an average benchmark score of 2570 and a percentile rank of 15 among all GPUs. The data shows a part that is strictly for basic computing tasks, with its scores clustering tightly around several older discrete mobile and desktop GPUs.
How It Compares
Against the NVIDIA Quadro K2000M, the Intel HD Graphics 610 posts a 1.6% higher average score (2570 vs. 2529). This margin is statistically negligible in real-world terms; the data indicates the two parts trade blows within run-to-run variance. The K2000M is a professional mobile GPU, yet the integrated Intel solution edges it out by a hair in synthetic aggregate performance. This suggests that for the very light workloads these parts can handle, the gap is effectively nonexistent.
Relative to the NVIDIA GeForce GT 720M, the Intel HD Graphics 610 trails by 1.9% (2570 vs. 2621). The GT 720M is a low-end discrete part from an older generation, and the benchmark results show it maintains a slight lead. However, a 1.9% delta is far below the threshold of perceptible difference; any application that runs acceptably on one will run similarly on the other. The integrated solution's advantage in power efficiency does not translate into a performance win here.
Comparing to the NVIDIA GeForce GT 440, the Intel HD Graphics 610 is 2.2% behind (2570 vs. 2629). The GT 440 is a desktop discrete card from an earlier era, and it still holds a marginal edge in aggregate compute. This delta is consistent with the pattern seen against the GT 720M: the Intel part sits within a tight cluster of legacy GPUs, none of which are meaningfully faster or slower. The data indicates that for 1080p media playback and office productivity, the HD 610 is effectively on par with these older discrete options.
The largest gap in the rival set is against the NVIDIA GeForce GT 635M, where the Intel HD Graphics 610 leads by 2.6% (2570 vs. 2504). The GT 635M is a mobile discrete GPU, and the integrated part manages a slight victory in average score. This is notable because it shows the HD 610 can outperform at least one dedicated GPU from its era, albeit by a margin that would be imperceptible in practice. The positioning is clear: the HD 610 is not a gaming part, but it holds its own against the weakest discrete GPUs of its generation.
Memory Subsystem
The Intel HD Graphics 610 uses system shared memory for both its VRAM capacity and type, with a bus width that is also system shared. The memory bandwidth is listed as system dependent, meaning it varies entirely with the host platform's RAM configuration and memory architecture. There is no dedicated VRAM pool, no fixed bus width, and no independent bandwidth figure; all memory operations rely on the system's main memory controller.
This design has direct implications for high-resolution workloads. Because the GPU must share bandwidth with the CPU and other system components, any memory-intensive task will suffer from contention. At 1080p, the data shows the part's raw compute limits (201.6 GFLOPS FP32, 2.100 GPixel/s pixel rate) are already severe constraints; pushing to higher resolutions would amplify memory bottlenecks. The lack of a dedicated bus width means the effective bandwidth is entirely at the mercy of the platform's DRAM configuration, making performance unpredictable across different systems.
For gaming, this memory architecture is a limiting factor even before considering the shading unit count. The 2 ROPs and 12 TMUs are extremely low, and with system-shared memory, texture fetch rates and pixel output are further constrained by memory latency and bandwidth sharing. The benchmark scores reflect this: an average of 2570 places the part in the 15th percentile, which aligns with a memory subsystem that cannot sustain high-resolution frame buffers. Users should expect playable performance only at low resolutions and minimal settings, if at all.
Ray Tracing and Feature Set
The Intel HD Graphics 610 has no dedicated ray tracing cores and no tensor cores; the fact pack lists both as null. Hardware-accelerated ray tracing is therefore not supported, and any ray-traced effects would have to rely on software fallbacks, which would be impractical given the part's compute throughput. The FP32 performance of 201.6 GFLOPS and FP16 of 403.2 GFLOPS (2:1) are far too low for any real-time ray tracing workload.
The API support is surprisingly modern for such a low-end part. The fact pack lists DirectX 12 (12_1), OpenGL 4.6, and Vulkan 1.3 support. This means the hardware can expose modern API features, but the underlying execution resources are minimal. DirectX 12_1 support enables some advanced rendering features, and Vulkan 1.3 provides access to current cross-platform graphics APIs. However, having the API flags does not translate into usable performance; benchmark results indicate the part sits at the 15th percentile, so these APIs will only be useful for very simple scenes or compute tasks.
The texture rate of 12.60 GTexel/s and pixel rate of 2.100 GPixel/s further underscore the feature set's theoretical ceiling. Even with modern API support, the part cannot feed the pipelines fast enough to render complex scenes. The 96 shading units are the sole compute resource, and they are insufficient for anything beyond basic 2D rendering, video decode, or light 3D acceleration. The feature set is a checkbox exercise rather than a practical capability.
FAQ
Q: What is the average benchmark score of the Intel HD Graphics 610?
A: The average benchmark score is 2570, based on Geekbench OpenCL and Vulkan results of 2450 and 2690, respectively.
Q: How does it compare to the NVIDIA GeForce GT 720M?
A: The Intel HD Graphics 610 is 1.9% slower than the GT 720M, with scores of 2570 versus 2621.
Q: Does the Intel HD Graphics 610 support hardware ray tracing?
A: No, it has no ray tracing cores or tensor cores, so hardware-accelerated ray tracing is not available.
Q: What is the memory bandwidth of this GPU?
A: The memory bandwidth is system dependent, as the GPU uses system shared memory for capacity, type, and bus width.
Q: Which modern graphics APIs does it support?
A: It supports DirectX 12 (12_1), OpenGL 4.6, and Vulkan 1.3.
Q: What is the pixel fill rate of the Intel HD Graphics 610?
A: The pixel rate is 2.100 GPixel/s, and the texture rate is 12.60 GTexel/s.
Who Should Consider It
The Intel HD Graphics 610 is only appropriate for users with the lowest possible graphics demands. The 15th percentile ranking and an average score of 2570 mean it cannot handle modern 3D gaming at any reasonable settings. For 1080p, the data shows the part's 2 ROPs and 96 shading units are grossly inadequate; even older titles would need to run at reduced resolutions and minimal detail levels. The system-shared memory with no fixed bandwidth further compounds this, making high-resolution frame buffers impractical.
A user whose workload is limited to office productivity, web browsing, and video playback will find the HD 610 adequate, as those tasks rely more on the CPU and media decode blocks than raw GPU compute. The 5 W TDP and IGP form factor make it a zero-cost addition to any Kaby Lake system, and the modern API support (DirectX 12_1, Vulkan 1.3) ensures compatibility with current software stacks. However, the benchmark data is unambiguous: any task that stresses the GPU will result in poor performance.
For those considering light gaming, the rival comparisons are telling. The HD 610 sits within 2.6% of the NVIDIA Quadro K2000M, GeForce GT 720M, GeForce GT 440, and GeForce GT 635M. None of these are gaming-capable parts by modern standards, and the integrated solution does not break away from that pack. The recommendation is clear: the Intel HD Graphics 610 is suitable only for non-gaming, low-resolution, and basic computing scenarios. If any 3D acceleration is required, the data suggests looking elsewhere.
Detailed benchmark scores and charts for the Intel HD Graphics 610 are below.
Benchmark Scores
geekbench_openclSource
Geekbench OpenCL tests GPU compute performance using the cross-platform OpenCL API. This shows how Intel HD Graphics 610 handles parallel computing tasks like video encoding and scientific simulations.
geekbench_vulkanSource
Geekbench Vulkan tests GPU compute using the modern low-overhead Vulkan API. This shows how Intel HD Graphics 610 performs with next-generation graphics and compute workloads. Vulkan offers better CPU efficiency than older APIs like OpenGL.
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