NVIDIA Tegra 4i GPU
NVIDIA graphics card specifications and benchmark scores
At a Glance
NVIDIANVIDIA Tegra 4i GPU Specifications
GPU Core
Shader units and compute resources
The NVIDIA Tegra 4i GPU 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.
Tegra 4i GPU Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the Tegra 4i GPU'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 Tegra 4i GPU by NVIDIA dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
NVIDIA's Tegra 4i GPU Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The Tegra 4i GPU'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.
Tegra 4i GPU Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the NVIDIA Tegra 4i GPU 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.
VLIW Vec4 Architecture & Process
Manufacturing and design details
The NVIDIA Tegra 4i GPU is built on NVIDIA's VLIW Vec4 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 Tegra 4i GPU will perform in GPU benchmarks compared to previous generations.
Power & Thermal
TDP and power requirements
Power specifications for the NVIDIA Tegra 4i GPU 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 Tegra 4i GPU to maintain boost clocks without throttling.
Tegra 4i GPU by NVIDIA Physical & Connectivity
Dimensions and outputs
Physical dimensions of the NVIDIA Tegra 4i GPU 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.
NVIDIA API Support
Graphics and compute APIs
API support determines which games and applications can fully utilize the NVIDIA Tegra 4i GPU. 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.
Tegra 4i GPU Product Information
Release and pricing details
The NVIDIA Tegra 4i GPU is manufactured by NVIDIA 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 Tegra 4i GPU by NVIDIA represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.
About NVIDIA Tegra 4i GPU
The NVIDIA Tegra 4i is an end-of-life integrated graphics processor built on TSMC's 28 nm process. It packs 11 million transistors onto an 85 mm² die, yielding a transistor density of 129.4K per square millimeter. Released on February 18, 2013, this IGP carries a 20 W TDP and occupies a 50th percentile position among all GPUs in the database, though its average benchmark score is zero, indicating no standardized performance measurements are available. The architecture is VLIW Vec4, and the chip is codenamed Wayne. As an integrated part, it relies on the host device for display output, with the specification noting "Portable Device Dependent" outputs. The production status is end-of-life, meaning it is no longer manufactured or supported. The 28 nm process and 11 million transistors are modest figures for the era, reflecting a low-complexity design.
Memory Subsystem
The Tegra 4i pairs 512 MB of LPDDR3 memory with a 32-bit bus. The memory clock runs at 933 MHz, which translates to an effective data rate of 1866 Mbps. Multiplying the bus width by the effective rate yields a peak bandwidth of 7.464 GB/s. This is a very narrow pipeline for modern workloads. For high-resolution rendering, the 512 MB frame buffer is the primary constraint; a single frame with high-detail textures can easily exceed this capacity, forcing the GPU to spill to system memory or drop textures. The 7.464 GB/s bandwidth further compounds the issue, as texture streaming and shader data transfers will stall when the buffer is saturated.
The pixel rate of 1.320 GPixel/s and texture rate of 1.320 GTexel/s, derived from the 2 ROPs and 2 TMUs, cap the fill-rate throughput. At high resolutions, the memory subsystem becomes the bottleneck, limiting effective performance regardless of the compute capabilities. The 32-bit bus width is particularly restrictive; even a 64-bit bus would double the available bandwidth, but the design remains at 32 bits. The LPDDR3 type is common for low-power devices, but its bandwidth is far below what desktop GPUs offer. The 933 MHz memory clock is modest, and the effective 1866 Mbps rate is typical for the era but insufficient for high-resolution textures. Consequently, users must keep texture quality low to avoid exceeding the 7.464 GB/s ceiling. The 512 MB capacity also limits the number of simultaneous assets that can be resident in VRAM, forcing frequent data swaps. For high-resolution displays, the 7.464 GB/s bandwidth is insufficient for modern game engines that stream high-resolution textures. The 2 ROPs further limit the ability to write to the frame buffer, as each ROP handles pixel output. With a pixel rate of 1.320 GPixel/s, the fill-rate is a hard ceiling for any resolution.
Ray Tracing and Feature Set
The fact pack lists no dedicated ray tracing cores and no tensor cores. This is consistent with the VLIW Vec4 architecture, which predates hardware-accelerated ray tracing. Consequently, any ray-traced effects would have to be computed via software, which is impractical given the limited pixel and texture rates. The API support is confined to OpenGL ES 3.0. There is no DirectX or Vulkan support listed in the fact pack. This restricts the GPU to embedded and mobile graphics contexts, where OpenGL ES is the standard.
OpenGL ES 3.0 enables features like multiple render targets, instanced rendering, and occlusion queries, but it lacks the advanced compute and ray-tracing pipelines of newer APIs. The display outputs are "Portable Device Dependent," meaning the connectivity is tied to the host device. The absence of tensor cores also precludes any AI-accelerated features like DLSS or neural upscaling, which rely on dedicated hardware. The lack of DirectX support means that any game requiring DirectX will not run natively. Similarly, Vulkan's absence limits cross-platform compatibility.
The OpenGL ES 3.0 specification allows for some modern rendering techniques, but the hardware's 2 TMUs and 2 ROPs severely constrain the complexity of shaders and effects. The 20 W TDP suggests a thermal envelope that cannot accommodate additional specialized cores, reinforcing the absence of RT and tensor hardware. The VLIW Vec4 architecture is a very old design that relies on compiler optimization to schedule instructions. This means that the GPU's performance is highly dependent on the driver and the application's shader code. Without tensor cores, any machine learning workloads are out of the question. The fact pack lists no shading units, but the 2 TMUs and 2 ROPs give a rough estimate of the processing capability. The 1.320 GTexel/s texture rate implies that the 2 TMUs can process 1.32 billion texels per second, which is a low number for modern games.
Who Should Consider It
Given the 512 MB memory and 7.464 GB/s bandwidth, the Tegra 4i is suited only for low-resolution, low-detail graphics. Users should target low resolutions, with reduced texture quality and draw distances. The 20 W TDP makes it an attractive option for battery-constrained portable devices, where power efficiency outweighs raw performance. The 50th percentile ranking places it at the median of the database's GPU distribution, but the zero average benchmark score means there is no empirical performance data to validate real-world behavior.
For high-resolution productivity or modern gaming, the 7.464 GB/s bandwidth is far too restrictive; even moderate settings will likely cause frame pacing issues. The end-of-life status further limits its appeal, as software support and driver updates are no longer forthcoming. It is best suited for legacy embedded applications, basic UI rendering, or simple 2D/3D games that do not demand large memory footprints. The 28 nm process is mature, and the 11 million transistor count is modest, indicating a low-complexity design. The 85 mm² die size is small, which is typical for integrated parts. The 129.4K transistors per mm² density is a measure of the process efficiency.
For developers targeting low-power devices, the 20 W TDP allows for passive cooling or minimal fan requirements. However, the 2 TMUs and 2 ROPs limit the fill-rate for any complex scene. The pixel rate of 1.320 GPixel/s means that the GPU can only output a limited number of pixels per second, which directly caps the frame rate at any resolution. The texture rate of 1.320 GTexel/s similarly caps the number of texels that can be processed per second, which affects texture-heavy scenes. Users should avoid high-detail environments and stick to stylized or low-poly art. The 512 MB memory also means that games with large open worlds or high-resolution assets will not fit in VRAM, causing severe stuttering. The 32-bit bus width exacerbates this, as each memory transaction moves only 4 bytes. For a device that is "Portable Device Dependent," the performance will also vary based on the host device's system memory speed and CPU. The 50th percentile is a relative measure, but without a benchmark score, it is impossible to say how it performs in absolute terms.
FAQ
Q: What is the memory size and type?
A: The Tegra 4i has 512 MB of LPDDR3 memory.
Q: What is the memory bus width and peak bandwidth?
A: The bus width is 32 bits, and the peak bandwidth is 7.464 GB/s.
Q: Does it support hardware ray tracing or tensor cores?
A: No, the fact pack lists no RT cores and no tensor cores.
Q: What graphics APIs are supported?
A: Only OpenGL ES 3.0 is listed; there is no DirectX or Vulkan support.
Q: What is the process node, transistor count, and die size?
A: It is built on a 28 nm process with 11 million transistors on an 85 mm² die, giving a density of 129.4K transistors per mm².
Q: What is the TDP and slot width?
A: The TDP is 20 W, and the slot width is IGP (integrated).
How It Compares
The fact pack provides an empty nearestRivals array, meaning no rival names, scores, or deltaPct values are available for direct comparison. Consequently, this analysis cannot cite specific competitor performance deltas. The only positional reference is the 50th percentile among all GPUs, which indicates it sits at the median of the database's distribution. The average benchmark score of zero suggests that no standardized benchmark has been recorded for this part, so any performance comparison would lack empirical grounding.
The specification sheet—28 nm process, 11 million transistors, 85 mm² die, and 7.464 GB/s bandwidth—places it in the entry-level integrated segment. Without rival data, the Tegra 4i's relative standing must be inferred from its absolute specifications rather than direct head-to-head measurements. The 2 TMUs and 2 ROPs, combined with the 1.320 GPixel/s and 1.320 GTexel/s rates, indicate a very low fill-rate ceiling. The 20 W TDP is modest, but the lack of any benchmark score makes it impossible to validate its real-world performance against any other GPU. The fact pack also lists no shading units, FP32, or FP16 values, further limiting any quantitative analysis. The 50th percentile is a statistical placeholder, not a measured performance metric. Therefore, any claims of superiority or inferiority to specific rivals cannot be substantiated from the fact pack.
Detailed benchmark scores and charts for the NVIDIA Tegra 4i GPU are below.
Benchmark Scores
No benchmark data available for this GPU.
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