Intel UHD Graphics 16EU Mobile
Intel graphics card specifications and benchmark scores
At a Glance
IntelIntel UHD Graphics 16EU Mobile Specifications
UHD Graphics 16EU Mobile GPU Core
Shader units and compute resources
The Intel UHD Graphics 16EU 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.
UHD Graphics 16EU Mobile Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the UHD Graphics 16EU 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 UHD Graphics 16EU Mobile by Intel dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
Intel's UHD Graphics 16EU Mobile Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The UHD Graphics 16EU 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.
UHD Graphics 16EU Mobile by Intel Cache
On-chip cache hierarchy
On-chip cache provides ultra-fast data access for the UHD Graphics 16EU Mobile, reducing the need to fetch data from slower VRAM. L1 and L2 caches store frequently accessed data close to the compute units. AMD's Infinity Cache (L3) dramatically increases effective bandwidth, improving GPU benchmark performance without requiring wider memory buses. Larger cache sizes help maintain high frame rates in memory-bound scenarios and reduce power consumption by minimizing VRAM accesses.
UHD Graphics 16EU Mobile Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the Intel UHD Graphics 16EU 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 12.2 Architecture & Process
Manufacturing and design details
The Intel UHD Graphics 16EU Mobile is built on Intel's Generation 12.2 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 UHD Graphics 16EU Mobile will perform in GPU benchmarks compared to previous generations.
Intel's UHD Graphics 16EU Mobile Power & Thermal
TDP and power requirements
Power specifications for the Intel UHD Graphics 16EU 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 UHD Graphics 16EU Mobile to maintain boost clocks without throttling.
UHD Graphics 16EU Mobile by Intel Physical & Connectivity
Dimensions and outputs
Physical dimensions of the Intel UHD Graphics 16EU 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 UHD Graphics 16EU 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.
UHD Graphics 16EU Mobile Product Information
Release and pricing details
The Intel UHD Graphics 16EU 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 UHD Graphics 16EU Mobile by Intel represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.
UHD Graphics 16EU Mobile Benchmark Scores
No benchmark data available for this GPU.
About Intel UHD Graphics 16EU Mobile
The Intel UHD Graphics 16EU Mobile is an integrated GPU from Intel, built on the Alder Lake chip using a 10 nm process and the Generation 12.2 architecture. It appears in the database as an end-of-life part with a release date of 2022-01-03 and a generation label of HD Graphics-M (Alder Lake). The entry carries a 50th percentile rank against all GPUs, but its average benchmark score is 0 and its benchmark array is empty. The comparison list is also empty, meaning no nearestRivals are defined for this part. The record also leaves series, codename, predecessor, and successor fields unpopulated. In this respect, the database profile is mainly a specification sheet: clocks, pixel/texture rates, compute figures, and API support are present, while measured results are absent.
How It Compares
The nearestRivals field contains no entries, so no rival names, scores, or deltaPct values are available for this GPU. As a result, there are no per-rival paragraphs to write; the database cannot place this part ahead of or behind a specific competitor by any measured percentage. The only comparative numeric field is percentileVsAllGpus, which is 50. A 50th percentile is the median of the database's all-GPU distribution, a position that would normally indicate an average performer. But the same record reports avgBenchmarkScore 0 and an empty benchmarks list, so that median rank is not backed by a scored run.
The absence of rival measurements also means the database supplies no deltaPct field for this entry. Without deltaPct values, no exact percentage advantage or deficit can be quoted. Additionally, relational fields for predecessor, successor, series, and codename are unpopulated, so no historical or lineage comparison is available. The record is therefore best understood as a specification-only entry: the comparative layer that normally accompanies benchmark data is missing. Any claim that the UHD Graphics 16EU Mobile outperforms or trails another product by a given percentage would require data not present here. The only secure statement is that the listed percentile is 50, and it sits alongside a zero average benchmark score.
Who Should Consider It
With no benchmark scores in the record, the database cannot provide a measured resolution or settings recommendation for this GPU. The hardware profile itself, however, is explicit: slotWidth is IGP, memory is System Shared in size, type, and bus width, and display outputs are Portable Device Dependent. This is a part that is intended to live inside a portable system, using host memory and host-dependent display wiring. The execution resources are 128 shading units, 8 texture mapping units, and 4 render output units. The peak pixel and texture rates derived from the boost clock are 4.800 GPixel/s and 9.600 GTexel/s, respectively. The boost clock is 1200 MHz, with a 300 MHz base clock, so the part has a wide operating range under platform power management. The memory bandwidth is listed as System Dependent, meaning platform memory configuration will define actual transfer capacity.
This profile is not a discrete-graphics profile; the slotWidth field explicitly says IGP. Thus, the likely candidate systems are existing mobile platforms with Alder Lake parts where no add-in GPU is present. The end-of-life production status further narrows consideration to systems already built around this GPU, rather than new forward-looking designs. Because no benchmark scores exist, no frame-rate or settings target can be stated with database support. What can be said is that the product is designed for portable, shared-memory, integrated use, not for standalone installation. It also targets platforms where display output is not fixed by the GPU itself but is determined by the portable device. The API support up to DirectX 12 (12_1), OpenGL 4.6, and Vulkan 1.4 defines the software surface, but does not quantify how that surface will perform at a given resolution. In this data-limited context, the appropriate buyer is someone maintaining a system that already carries this IGP, not someone selecting a discrete graphics part.
Power and Cooling
The TDP is 15 W. This is the only power-consumption figure in the record; no PSU wattage recommendation is supplied. The powerConnectors field is null, so no external connector requirement is specified. The slotWidth field is IGP, indicating that power delivery is integrated into the host platform rather than through an add-in card connector. The bus interface is Ring Bus, which reinforces the integrated nature of the part. The manufacturing details list a 10 nm process and Intel as the foundry, though no transistor count, die size, or transistor density are provided. Memory is System Shared, with bandwidth dependent on the system, so the memory subsystem's power behavior is not a fixed quantity either.
No cooler specification is present, and physical dimensions are not listed. The absence of a suggested PSU and power connectors means the database makes no direct recommendation for a power supply; the data simply states the 15 W TDP and leaves platform-level cooling and power design unspecified. From a connector standpoint, the record contains no power connector entry at all; the only interface listed is Ring Bus. Because the product is an IGP, any thermal solution belongs to the host device, not to a separate board. The 15 W TDP is the upper thermal anchor implied by the data. With memory being System Shared and bandwidth System Dependent, the platform's memory choice is a larger variable than the GPU's own power input.
FAQ
Q: What is the production status and release date?
A: It is end-of-life, released on 2022-01-03.
Q: What graphics APIs does it support?
A: DirectX 12 (12_1), OpenGL 4.6, and Vulkan 1.4.
Q: What are the base and boost clocks?
A: Base clock is 300 MHz and boost clock is 1200 MHz; no game clock is listed.
Q: What is the memory configuration?
A: Memory size, type, and bus width are all System Shared; bandwidth is System Dependent.
Q: What peak throughput figures are listed?
A: Pixel rate is 4.800 GPixel/s, texture rate is 9.600 GTexel/s, FP32 is 307.2 GFLOPS, and FP16 is 614.4 GFLOPS with a 2:1 ratio.
Q: Is this a discrete graphics card?
A: No. The slotWidth is IGP, the bus interface is Ring Bus, and display outputs are Portable Device Dependent.
Benchmark Performance
The benchmark segment of this record contains no measured scores. The benchmarks array is empty, avgBenchmarkScore is 0, and nearestRivals contains no entries. Therefore, no exact percentage delta against any rival can be computed from the data; there are no rival scores to subtract, no baseline to divide, and no deltaPct values to cite. The only comparative percentage in the record is percentileVsAllGpus at 50, which is a median position in the database's all-GPU distribution. But with an average score of 0 and no benchmark entries, that percentile is not the output of a measured run. It is a rank field without supporting measurement data.
The quantitative performance indicators that do exist are theoretical peak rates rather than application benchmarks: 4.800 GPixel/s pixel rate, 9.600 GTexel/s texture rate, 307.2 GFLOPS FP32, and 614.4 GFLOPS FP16 at a 2:1 ratio. These figures are consistent with the 128 shading units, 8 TMUs, 4 ROPs, and 1200 MHz boost clock. They describe an upper-bound throughput envelope, not a measured result in a game or workload. The memory side is similarly unbounded in exact terms: bandwidth is System Dependent, so memory throughput is a property of the host platform, not of the GPU alone.
As a result, the benchmark analysis cannot say whether this GPU is faster or slower than any named rival by a specific percentage; the data required for that statement is absent. It also cannot validate the 50th percentile as a real performance median. What the data does allow is a crisp statement of absent evidence: zero benchmark entries, zero average score, no nearest rivals, and no deltaPct values. An average benchmark score of 0 with an empty benchmark list should be read as “no data,” not as “zero performance.” The only positive numeric performance identifiers in the record are the peak rate specifications listed above. The FP32 figure of 307.2 GFLOPS and FP16 figure of 614.4 GFLOPS with a 2:1 ratio are the compute-side summary. The pixel rate of 4.800 GPixel/s is tied to the 4 ROPs and the boost clock, while the texture rate of 9.600 GTexel/s is tied to the 8 TMUs and the boost clock. These are consistent arithmetic values from the specification, but they are not benchmark scores. Therefore, any exact percentage comparison to a rival would have to be generated from new measured data, not from the current record.
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