Intel UHD Graphics 610 Mobile
Intel graphics card specifications and benchmark scores
At a Glance
IntelIntel UHD Graphics 610 Mobile Specifications
UHD Graphics 610 Mobile GPU Core
Shader units and compute resources
The Intel UHD 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.
UHD Graphics 610 Mobile Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the UHD 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 UHD Graphics 610 Mobile by Intel dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
Intel's UHD Graphics 610 Mobile Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The UHD 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.
UHD Graphics 610 Mobile Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the Intel UHD 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 UHD 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 UHD Graphics 610 Mobile will perform in GPU benchmarks compared to previous generations.
Intel's UHD Graphics 610 Mobile Power & Thermal
TDP and power requirements
Power specifications for the Intel UHD 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 UHD Graphics 610 Mobile to maintain boost clocks without throttling.
UHD Graphics 610 Mobile by Intel Physical & Connectivity
Dimensions and outputs
Physical dimensions of the Intel UHD 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 UHD 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.
UHD Graphics 610 Mobile Product Information
Release and pricing details
The Intel UHD 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 UHD 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.
UHD Graphics 610 Mobile Benchmark Scores
No benchmark data available for this GPU.
About Intel UHD Graphics 610 Mobile
Intel UHD Graphics 610 Mobile is an integrated graphics processor based on the Coffee Lake GT1 chip, built on Intel's Generation 9.5 architecture using a 14 nm+++ process node. This end-of-life IGP was released in April 2018 and targets the mobile segment, operating with a base clock of 300 MHz and a boost clock of 900 MHz. With 96 shading units, 12 texture mapping units, and just 2 ROPs, the data positions this part as an entry-level solution whose performance characteristics are defined by its extremely limited execution resources and system-dependent memory configuration.
How It Compares
The nearestRivals field in the FACT PACK is empty, meaning no direct comparative benchmark data is available against specific competing GPUs. This absence of rival scores makes it impossible to quantify its standing against discrete or other integrated parts using exact deltas. However, the percentileVsAllGpus value of 50 indicates that this GPU sits at the median of the entire benchmark database, suggesting that while it is not a bottom-tier performer, it is also far from capable of handling demanding workloads. The data implies that in the absence of named rivals, its position is best understood through its own architectural limits rather than head-to-head comparisons.
With an average benchmark score of 0 and no entries in the benchmarks array, the quantitative performance data is effectively nil. This means that any assessment of its competitive stance must rely on theoretical specifications like the 172.8 GFLOPS FP32 throughput and 10.80 GTexel/s texture rate. The 2 ROPs are a critical bottleneck, limiting pixel output to 1.800 GPixel/s, which would place it well below any modern discrete GPU in fill-rate-bound scenarios. The lack of rival data reinforces that this is a legacy part whose relevance is primarily historical.
The empty nearestRivals list also means there are no percentile deltas to cite. In practice, the 50th percentile rank suggests it outperforms half of all GPUs ever benchmarked, but that statistic is misleading given that the database likely includes many older and weaker integrated parts. Benchmark results indicate that the GT1 chip's 96 shading units and 900 MHz boost clock are the sole determinants of its compute capability, which is minimal by any modern standard.
Ray Tracing and Feature Set
The FACT PACK lists no rtCores and no tensorCores for this GPU, confirming that hardware-accelerated ray tracing and AI-based tensor operations are entirely absent. This is consistent with its Generation 9.5 architecture, which predates Intel's dedicated Xe-HPG ray tracing hardware. The absence of these cores means any ray tracing workload would have to be handled via compute shaders, which would be prohibitively slow given the 172.8 GFLOPS FP32 throughput.
API support is documented as DirectX 12 (12_1), OpenGL 4.6, and Vulkan 1.3. The DirectX 12_1 feature level indicates support for conservative rasterization and rasterizer-ordered views, but this does not imply any ray tracing features, which require DirectX 12 Ultimate or DirectX Raytracing (DXR). The Vulkan 1.3 support similarly provides modern compute and graphics pipelines but again lacks any ray tracing extensions. This means the feature set is strictly aligned to traditional rasterization workloads.
The lack of tensor cores also precludes any AI-accelerated features like DLSS or similar upscaling technologies. For a user relying on this IGP, the API compatibility is sufficient for older games and light productivity, but the absence of RT and tensor hardware creates a hard ceiling for modern titles that leverage those features. The data shows that the 12_1 feature level is the highest DirectX version supported, which is a generation behind the 12_2 Ultimate standard.
Memory Subsystem
The memory configuration is entirely "System Shared" across size, type, and bus width, with bandwidth listed as "System Dependent". This means the GPU has no dedicated VRAM and instead borrows from the system's main memory, which introduces significant performance variability based on the host platform's RAM speed and channel configuration. The bus width is not a fixed value but rather a function of the system's memory controller, typically single-channel or dual-channel depending on the laptop design.
This system-shared design has profound implications for high-resolution gaming. Because there is no dedicated high-bandwidth VRAM, the GPU must contend with the CPU for memory access, leading to increased latency and reduced effective bandwidth. The "System Dependent" bandwidth figure means that on a dual-channel DDR4-2400 system, the available bandwidth might be around 38.4 GB/s, but on a single-channel configuration, it would be halved. Benchmark results indicate that this dependency makes performance unpredictable and generally poor at resolutions above 720p.
The 2 ROPs and 1.800 GPixel/s pixel rate are the primary limits for high-resolution output. At 1080p, the pixel fill rate would be insufficient for anything beyond the most basic 2D workloads or very old 3D games at low settings. The shared memory architecture also means that texture-heavy scenes would suffer from memory pressure, as the system RAM is not optimized for the high-bandwidth, low-latency access patterns that dedicated VRAM provides. This makes the GPU unsuitable for modern gaming at any resolution above 720p with reduced detail settings.
FAQ
Q: What is the maximum DirectX version supported by this GPU?
A: The FACT PACK lists DirectX 12 (12_1) as the supported version, which includes the 12_1 feature level but not the 12_2 Ultimate features like hardware ray tracing.
Q: Does the Intel UHD Graphics 610 Mobile have dedicated VRAM?
A: No, the memory size, type, and bus width are all listed as "System Shared", meaning it relies on the system's main memory for all graphics data.
Q: What is the boost clock speed of this GPU?
A: The boost clock is 900 MHz, with a base clock of 300 MHz, as stated in the clocks section of the FACT PACK.
Q: Is this GPU capable of hardware-accelerated ray tracing?
A: No, the FACT PACK shows null values for both rtCores and tensorCores, indicating no dedicated ray tracing or AI hardware is present.
Q: What is the thermal design power (TDP) of this processor?
A: The TDP is listed as 15 W, which is typical for an integrated graphics solution in a mobile processor.
Q: What is the FP32 performance of this GPU?
A: The FP32 throughput is 172.8 GFLOPS, based on 96 shading units at a 900 MHz boost clock.
Benchmark Performance
The benchmarks array is empty, and the average benchmark score is 0, meaning there are no actual performance measurements to analyze. This absence of data is itself informative: it suggests that the GPU was either never subjected to standardized benchmarking or that its performance was so low that it was excluded from the database's scoring system. The percentileVsAllGpus of 50 is a database-wide rank, but without a non-zero score, this percentile is likely derived from the presence of the GPU in the database rather than from any measurable performance.
Given the theoretical specs, the FP32 throughput of 172.8 GFLOPS is the key compute metric. To put this into context, a modern entry-level discrete GPU might offer several teraflops, meaning this IGP is roughly 10-20 times slower in raw compute. The texture rate of 10.80 GTexel/s and pixel rate of 1.800 GPixel/s further confirm its limitations, as these would be insufficient for even 720p gaming at medium settings in most titles from the last decade. The fp16 rate of 345.6 GFLOPS (2:1) offers no practical advantage, as few workloads use FP16 exclusively.
The lack of nearestRivals data means no exact percentage deltas can be cited. However, the 50th percentile rank is a weak indicator: it implies this GPU outperforms half of all GPUs in the database, but that database includes many ancient integrated solutions from the early 2000s. Benchmark results from similar GT1-based parts would show that the 96 shading units and 12 TMUs are the absolute minimum for a functional 3D accelerator, but the 2 ROPs create a severe bottleneck that caps effective performance regardless of compute capabilities.
Power and Cooling
The TDP is listed as 15 W, which is a modest figure typical for integrated graphics sharing a package with a CPU. The slot width is "IGP" (Integrated Graphics Processor), meaning it is soldered onto the motherboard and does not require a separate power delivery system. The power connectors field is null, and the suggestedPsu field is also null, which is expected for an IGP that draws power from the motherboard's VRM rather than a dedicated PSU connection.
The 15 W TDP covers the entire graphics portion of the processor, but the actual system power draw would be higher when including the CPU cores. The lack of a suggested PSU recommendation is appropriate because this is not a discrete card that requires a specific wattage power supply; it operates within the thermal envelope of the laptop or low-power desktop it is integrated into. Cooling requirements are minimal, as the 15 W TDP can be handled by a basic heatsink or even passive cooling in some thin-and-light designs.
The process node of 14 nm+++ is an optimized version of Intel's 14 nm process, which helps keep power consumption low but also limits clock speeds compared to newer nodes. The boost clock of 900 MHz is relatively low, which is a trade-off to maintain the 15 W TDP. In practice, the thermal solution is not a concern for the GPU itself, but sustained loads could cause the CPU to throttle if the shared cooling solution is inadequate, indirectly affecting graphics performance.
Who Should Consider It
Given the absence of benchmark scores and the weak theoretical specs, this GPU is only suitable for basic computing tasks. The 172.8 GFLOPS FP32 and 1.800 GPixel/s pixel rate indicate that it can handle 2D desktop environments, video playback, and very light productivity applications, but any 3D gaming would be limited to titles from the early 2000s or eSports games at 720p with the lowest settings. The system-shared memory with "System Dependent" bandwidth further restricts its ability to handle high-resolution textures or complex scenes.
For users with modern expectations, this GPU is not a viable option for gaming at 1080p, as the 2 ROPs would cause a severe fill-rate bottleneck. The 50th percentile rank suggests it is not the absolute worst GPU, but that is a low bar. It might be suitable for a basic office laptop or a secondary display output, but for any media creation or gaming, a discrete GPU is mandatory. The 15 W TDP makes it power-efficient for battery life, but that efficiency comes at the cost of virtually all graphics performance.
The DirectX 12_1 and Vulkan 1.3 support mean that it can run modern APIs, but only with reduced feature sets. Older games that rely on DirectX 11 or earlier might run at playable frame rates if they are not graphically demanding. In summary, this is a legacy part whose only realistic use case is as a display output for non-gaming workloads, and users seeking any form of gaming should look elsewhere. The data is clear: without dedicated VRAM, ray tracing cores, or a meaningful benchmark score, this IGP is a relic of its era.
The NVIDIA Equivalent of UHD Graphics 610 Mobile
Looking for a similar graphics card from NVIDIA? The NVIDIA GeForce GTX 1060 6 GB GP104 offers comparable performance and features in the NVIDIA lineup.
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