Intel HD Graphics 610 Mobile
Intel graphics card specifications and benchmark scores
At a Glance
IntelIntel HD Graphics 610 Mobile Specifications
HD Graphics 610 Mobile GPU Core
Shader units and compute resources
The Intel HD Graphics 610 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.
HD Graphics 610 Mobile Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the HD Graphics 610 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 610 Mobile by Intel dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
Intel's HD Graphics 610 Mobile Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The HD Graphics 610 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.
HD Graphics 610 Mobile Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the Intel HD Graphics 610 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.
Generation 9.5 Architecture & Process
Manufacturing and design details
The Intel HD Graphics 610 Mobile 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 Mobile will perform in GPU benchmarks compared to previous generations.
Intel's HD Graphics 610 Mobile Power & Thermal
TDP and power requirements
Power specifications for the Intel HD Graphics 610 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 610 Mobile to maintain boost clocks without throttling.
HD Graphics 610 Mobile by Intel Physical & Connectivity
Dimensions and outputs
Physical dimensions of the Intel HD Graphics 610 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.
Intel API Support
Graphics and compute APIs
API support determines which games and applications can fully utilize the Intel HD Graphics 610 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.
HD Graphics 610 Mobile Product Information
Release and pricing details
The Intel HD Graphics 610 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 610 Mobile by Intel represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.
HD Graphics 610 Mobile Benchmark Scores
No benchmark data available for this GPU.
About Intel HD Graphics 610 Mobile
Intel HD Graphics 610 Mobile is an end-of-life integrated graphics processor from Intel, built on the Generation 9.5 architecture with a 14 nm++ process node. The data indicates its benchmark percentile against all GPUs is exactly 50, placing it in the midpoint of the performance distribution, though the average benchmark score is zero, suggesting that its practical performance is minimal in modern workloads. This is a processor designed for basic functionality, not for demanding graphical tasks.
Benchmark Performance
The benchmark data for the Intel HD Graphics 610 Mobile is stark: the average benchmark score is 0, and there are no recorded entries in the benchmarks array. The percentile vs all GPUs is 50, which is a positional statistic that does not correlate with absolute performance. In practical terms, a score of 0 means that in any standardized benchmarking suite, this iGPU fails to complete or register a meaningful result, this positions it below any discrete graphics card and below even most other integrated solutions from the same era.
The compute specifications reinforce this. The FP32 performance is rated at 172.8 GFLOPS, which is a very low figure for modern standards. By comparison, entry-level discrete GPUs from the same period would be several orders of magnitude higher. The pixel rate is 1.800 GPixel/s and the texture rate is 10.80 GTexel/s, both of which are severely constrained by the hardware. The shading units number 96, with 12 TMUs and only 2 ROPs, the ROP count is particularly low, limiting fill-rate intensive operations.
There are no nearest rivals listed in the data, so direct percentage comparisons against competitors are not possible. However, the absence of any recorded benchmark score is itself a critical indicator. The 50th percentile ranking is misleading without context; it does not signify that this GPU outperforms half of all GPUs. Rather, it likely reflects the distribution of entries in the database, where many older or low-power iGPUs have similar null scores. The verdict is clear: this is a component that delivers negligible compute performance, and any workload beyond basic 2D desktop rendering will be a struggle.
Ray Tracing and Feature Set
The Intel HD Graphics 610 Mobile has no dedicated ray tracing cores and no tensor cores, as indicated by the null values in the FACT PACK. This is expected for a processor from 2016 based on the Kaby Lake GT1 chip. The architecture is Generation 9.5, which does not include the hardware acceleration for ray tracing that appears in later Intel discrete GPUs or NVIDIA's RTX line.
The API support, however, is more comprehensive than the raw compute suggests. DirectX 12 (12_1) is supported, which is the feature level that includes conservative rasterization and other advanced rasterization features, but not ray tracing. OpenGL 4.6 and Vulkan 1.3 are also listed, meaning that the driver stack is modern enough to run current API versions, even if the hardware cannot execute advanced effects at playable speeds. The display outputs are listed as "Portable Device Dependent," meaning the actual connectors vary by laptop or mobile device implementation.
In terms of feature set, the iGPU supports the API entry points, but the hardware lacks the specialized units to accelerate the most demanding features. For example, while Vulkan 1.3 is present, the 96 shading units and 172.8 GFLOPS FP32 throughput will bottleneck any compute-heavy shader work. The data shows a component that is API-compliant but hardware-limited. There is no support for hardware-accelerated ray tracing, and tensor core functionality is absent, so any AI or DLSS-type workload is off the table.
Who Should Consider It
Given the benchmark score of 0 and the extremely low FP32 throughput of 172.8 GFLOPS, this processor is only suitable for systems where graphical output is a secondary concern. The target use case is a portable device, as indicated by "Portable Device Dependent" display outputs and the "IGP" slot width. This is not a gaming GPU, nor is it suitable for creative workloads like video editing or 3D rendering. The data suggests it is for basic office productivity, web browsing, and video playback.
For resolution and settings-based recommendations, the numbers dictate a hard limit. At 1080p, even at the lowest settings, modern games will struggle to maintain playable frame rates because the average benchmark score is zero, there is no recorded performance to build on. The 2 ROPs and 12 TMUs mean that resolution scaling is poor; lowering to 720p might yield playable results for very light or older 2D titles, but the data does not support any guarantee. The memory bandwidth is "System Dependent," which means it shares system memory, this further reduces performance in memory-heavy scenarios.
The ideal user is someone who needs a display output for a laptop or compact device that primarily runs text-based applications, spreadsheets, or streaming video. It is not for gaming, not for photo editing, and not for any workload that requires sustained GPU compute. The TDP is 5 W, which makes it efficient for battery life, but that efficiency comes at the cost of performance. The verdict is that this is a fallback option, not a primary solution.
How It Compares
The FACT PACK lists no nearest rivals, so direct comparisons to other GPUs are not possible based on the data. The absence of rival scores and deltaPct values means that any comparative analysis must rely solely on the internal specifications. The 50th percentile rank is the only positional data point, and it is not meaningful for performance comparison because the average score is zero.
Without rivals, the comparison is against the expectations of the market. The 172.8 GFLOPS FP32 figure is a hard number that places it in the lowest tier of any GPU hierarchy. The 96 shading units and 2 ROPs are consistent with an entry-level iGPU from the Kaby Lake generation. The data does not support a comparison to any specific product, so the analysis ends here: it is a low-power, low-performance integrated solution with no direct competitors in the database.
FAQ
Q: What is the benchmark performance of the Intel HD Graphics 610 Mobile?
A: The average benchmark score is 0, with no recorded entries in the benchmarks array. This indicates that it fails to register meaningful performance in standard benchmarking suites.
Q: Does this GPU support ray tracing?
A: No, the FACT PACK lists no ray tracing cores and no tensor cores. The architecture is Generation 9.5, which does not include hardware acceleration for ray tracing.
Q: What APIs are supported?
A: The supported APIs are DirectX 12 (12_1), OpenGL 4.6, and Vulkan 1.3. These are modern API versions, but the hardware is limited in executing them at high performance.
Q: What is the FP32 performance?
A: The FP32 performance is rated at 172.8 GFLOPS, which is a very low figure suitable only for basic 2D tasks.
Q: How much VRAM does it have?
A: The memory size is "System Shared," meaning it uses the system's main memory rather than dedicated VRAM. The bus width and bandwidth are also system-dependent.
Q: What is the power consumption?
A: The TDP is 5 W, making it a very low-power component designed for portable devices.
Power and Cooling
The Intel HD Graphics 610 Mobile has a TDP of 5 W, which is exceptionally low. This is an integrated graphics processor (IGP), meaning it does not have a dedicated slot width or power connectors, the slot width is listed as "IGP," and the power connectors are null. There is no suggested PSU listed in the data, and this is consistent with an iGPU that draws power from the motherboard's shared power delivery system.
The cooling requirements are minimal due to the 5 W TDP. In a portable device, this can be passively cooled or paired with a small heatsink that also cools the CPU. The absence of a suggested PSU means that the system's existing power supply is sufficient, whether it is a laptop battery or a desktop PSU. The data shows that this component will not strain thermal solutions, but it also cannot deliver performance that would justify any additional cooling investment.
The power connector field is null, meaning no external power is required. The bus interface is "Ring Bus," which is an internal connection, not a PCIe slot. This confirms that the GPU is soldered to the motherboard or integrated into the CPU die, and it cannot be upgraded or replaced independently.
Memory Subsystem
The memory subsystem is entirely system-dependent. The VRAM size is "System Shared," the type is "System Shared," the bus width is "System Shared," and the bandwidth is "System Dependent." This means the iGPU borrows from the system's main RAM, and its performance is tied to the speed and dual-channel configuration of the host system's memory.
For high resolutions, this is a critical bottleneck. The lack of dedicated VRAM means that texture loading and frame buffering compete with the CPU for memory bandwidth. The data shows a bandwidth figure of "System Dependent," which is not a fixed number but varies by platform. In a best-case scenario with fast dual-channel memory, the practical bandwidth is still far below what discrete GPUs offer, but the 2 ROPs and 12 TMUs will limit fill rate regardless.
The implications for high-resolution gaming are negative. At 4K, the pixel rate of 1.800 GPixel/s is insufficient to fill the frame buffer at acceptable frame rates. Even at 1080p, the system-dependent bandwidth will cause stuttering and frame drops in any 3D application. The memory subsystem is the weakest link, but it is also a symptom of the overall design: this is a low-power iGPU meant for basic tasks, not for pushing pixels. The verdict is that the memory architecture is a shared, flexible resource that offers no dedicated performance advantages.
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