Intel UHD Graphics 32EU Mobile
Intel graphics card specifications and benchmark scores
At a Glance
IntelIntel UHD Graphics 32EU Mobile Specifications
GPU Core
Shader units and compute resources
The Intel UHD Graphics 32EU 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 32EU Mobile Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the UHD Graphics 32EU 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 32EU Mobile by Intel dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
Intel's UHD Graphics 32EU Mobile Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The UHD Graphics 32EU 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 32EU Mobile Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the Intel UHD Graphics 32EU 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 11.0 Architecture & Process
Manufacturing and design details
The Intel UHD Graphics 32EU Mobile is built on Intel's Generation 11.0 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 UHD Graphics 32EU Mobile will perform in GPU benchmarks compared to previous generations.
Power & Thermal
TDP and power requirements
Power specifications for the Intel UHD Graphics 32EU 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 32EU Mobile to maintain boost clocks without throttling.
UHD Graphics 32EU Mobile by Intel Physical & Connectivity
Dimensions and outputs
Physical dimensions of the Intel UHD Graphics 32EU 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 32EU 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 32EU Mobile Product Information
Release and pricing details
The Intel UHD Graphics 32EU 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 32EU Mobile by Intel represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.
About Intel UHD Graphics 32EU Mobile
Intel UHD Graphics 32EU Mobile is an integrated graphics processor based on Intel’s Generation 11.0 architecture, built on a 10 nm process node using the Elkhart Lake GT1 chip. It carries a 50th percentile ranking among all GPUs in the database, placing it exactly in the middle of the performance distribution. The part is designated as end-of-life, with a release date of September 22, 2020, and it communicates with the host system via a Ring Bus interface. This analysis examines its benchmark standing, feature support, memory architecture, power characteristics, and target usage scenarios based solely on the provided data.
Benchmark Performance
The benchmark data for this GPU is sparse; the average benchmark score is recorded as 0, and the nearestRivals array is empty. Consequently, there are no direct performance deltas to report against competing products, and no percentile comparisons beyond the overall 50th percentile ranking can be made. This absence of comparative data means that the numerical performance profile must be derived entirely from the raw throughput figures listed in the fact pack.
The shading unit count stands at 256, paired with 16 texture mapping units and 8 raster output units. From these, the pixel rate is calculated at 6.000 GPixel/s, and the texture rate at 12.00 GTexel/s. The FP32 compute throughput is 384.0 GFLOPS, while FP16 performance doubles to 768.0 GFLOPS via a 2:1 ratio. These figures indicate a modest compute capability, consistent with an integrated solution aimed at basic graphical tasks rather than high-end gaming or professional workloads. The 50th percentile ranking, in the absence of rival deltas, suggests that this GPU sits at the midpoint of all recorded GPUs, but without competitor scores, the practical implication is that it should be viewed as a baseline performer.
Given the empty nearestRivals field, any statement about being ahead of or behind a specific competitor cannot be made. The data only supports a characterization of absolute throughput: the pixel and texture rates are low enough to suggest limitations at higher resolutions, while the compute figures point toward entry-level productivity and light media use. The boost clock of 750 MHz, up from a base of 400 MHz, provides a 87.5% increase in frequency under load, but the absolute clock speeds remain low, further constraining performance.
Ray Tracing and Feature Set
The fact pack explicitly lists rtCores as null, meaning this GPU has no dedicated ray tracing hardware. Similarly, tensorCores are listed as null, indicating an absence of AI-accelerated tensor processing units. As a result, ray tracing workloads, if attempted, would have to rely on software implementations, which is generally inefficient and not recommended for real-time applications. The architecture, Generation 11.0, predates the introduction of dedicated ray tracing units in Intel’s discrete offerings, so this omission is expected.
The API support, however, is more modern. DirectX 12 is supported at feature level 12_1, which includes support for conservative rasterization, rasterizer-ordered views, and other advanced rendering features, though not necessarily hardware-accelerated ray tracing. OpenGL 4.6 and Vulkan 1.3 are also listed, providing broad compatibility with contemporary graphics APIs. Vulkan 1.3, in particular, enables low-overhead access to the GPU, which can be beneficial for efficiency in supported titles. The display outputs are described as "Portable Device Dependent," meaning the actual connectors depend on the laptop or portable device implementation, not on the GPU itself.
For practical purposes, the feature set is adequate for running games that use DirectX 12 or Vulkan at low settings, but the lack of RT and tensor cores means that any ray-traced effects or DLSS-style upscaling are off the table. The 12_1 feature level does allow for some modern rendering techniques, but the raw compute power is the limiting factor.
Memory Subsystem
The memory configuration is entirely system-shared. The size, type, and bus width are all listed as "System Shared," and the bandwidth is "System Dependent." This means the GPU uses a portion of the main system RAM, and its performance is tied to the memory configuration of the host device—specifically, the number of memory channels and the speed of the RAM. There is no dedicated VRAM, which is typical for integrated graphics.
The lack of a fixed memory bandwidth figure makes it impossible to quote a specific number. However, the implications are clear: memory bandwidth will be shared with the CPU, and the available bandwidth will vary based on the platform. In a dual-channel memory configuration, bandwidth can be adequate for low-resolution gaming, but at higher resolutions, the shared memory and bandwidth constraints will likely become a bottleneck. The fact pack does not provide a memory clock, only the base and boost clocks for the GPU core, so no memory speed can be cited.
Given the pixel rate of 6.000 GPixel/s and the system-dependent bandwidth, high-resolution gaming (e.g., 1440p or 4K) is not realistic, as the fill rate and memory bandwidth are insufficient for such workloads. The memory subsystem is best suited for 720p or 1080p gaming at the lowest settings, where the demand on bandwidth is reduced.
Power and Cooling
The thermal design power (TDP) is listed as 9 W, which is very low, indicating that this GPU is designed for power-constrained environments such as ultra-portable laptops or fanless devices. The slot width is "IGP" (integrated graphics processor), meaning it is soldered onto the motherboard and does not occupy a discrete expansion slot. There are no power connectors listed, and no suggested PSU is provided, which is consistent with an integrated part that draws power from the motherboard's power delivery system.
The low TDP means that cooling requirements are minimal. A passive cooling solution, such as a heatsink, may suffice, though the actual cooling solution is dependent on the device manufacturer. The absence of a power connector and the 9 W TDP indicate that the GPU will not require an external power supply, and the overall system power draw will be dominated by the CPU and other components. This makes the GPU suitable for devices where battery life is prioritized over raw performance.
The boost clock of 750 MHz, while low, is achievable within the 9 W envelope, and the base clock of 400 MHz further reduces power consumption during idle or light loads. The data suggests that thermal throttling is unlikely under typical workloads, but sustained heavy load could still generate heat that needs to be dissipated by the device's cooling system.
Who Should Consider It
Based on the benchmark and feature data, this GPU is suited for users with minimal graphical demands. The 384.0 GFLOPS FP32 performance and 6.000 GPixel/s pixel rate are sufficient for basic desktop compositing, 2D applications, and video playback. For gaming, the expectations must be set very low: 720p resolution with low to medium settings in older or less demanding titles may be playable, but modern AAA games at 1080p will likely be unplayable due to the low compute and fill rates.
The 50th percentile ranking, while indicating a middle-of-the-pack position, is misleading without rival data; in practice, the absolute numbers point to an entry-level part. Users who run office productivity suites, web browsing, or light photo editing will find this GPU adequate. However, anyone intent on gaming, 3D rendering, or GPU-accelerated compute tasks should consider a discrete GPU, as the 9 W TDP and shared memory architecture are not designed for such workloads.
The DirectX 12 (12_1) and Vulkan 1.3 support do provide a modern software foundation, but the hardware cannot fully exploit these APIs’ advanced features. The GPU is best viewed as a display adapter for everyday computing rather than a performance component.
FAQ
Q: Does this GPU support hardware ray tracing?
A: No. The fact pack lists rtCores as null, indicating no dedicated ray tracing hardware is present.
Q: What is the maximum supported DirectX version?
A: The GPU supports DirectX 12 at feature level 12_1.
Q: What is the FP32 compute performance?
A: The FP32 throughput is 384.0 GFLOPS.
Q: How much dedicated video memory does it have?
A: It has no dedicated video memory; the memory size, type, and bus width are all listed as "System Shared."
Q: What is the thermal design power (TDP)?
A: The TDP is 9 W.
Q: Is Vulkan 1.3 supported?
A: Yes, the API list includes Vulkan 1.3.
Q: What is the boost clock speed?
A: The boost clock is 750 MHz.
Q: Does it have tensor cores for AI workloads?
A: No, tensorCores are listed as null.
Detailed benchmark scores and charts for the Intel UHD Graphics 32EU Mobile are below.
Benchmark Scores
No benchmark data available for this GPU.
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