Another snippet of information from Intel today relates to the company’s future mobile platform CPU. We know it’s called Ice Lake-U, that it is built on Intel’s 10nm process, that it has Sunny Cove cores, and has beefy Gen11 integrated graphics. We’re still waiting on finer details about where it’s going to be headed, but today Intel is unloading some of its integrated graphics performance data for Ice Lake-U.
It should be noted that this data is performed by Intel, and we have had no ability to verify it in any way. Intel shared this information with a number of press in order to set a level of expectations. We’ve been told that this is Intel’s first 1 TeraFLOP graphics implementation, and it performs as such. The presentation was given by Ryan Shrout, ex owner and editor-in-chief of PC Perspective, and data was performed by his team inside Intel.
Ryan first showed us a direct comparison between the Gen9 graphics found in Intel’s latest and best Whiskey Lake platform at 15W up against a 15W Ice Lake-U product. The results make for pleasant reading. In the game demo scenes that Intel showed us, we saw upwards of a 40% gain in performance in average frame rates. Percentile numbers were not shown.
When comparing to an equivalent AMD product, Intel stated that it was almost impossible to find one of AMD’s latest 15W APUs actually running at 15W in a device – they stated that every device they could find was actually running one of AMD’s higher performance modes. To make the test fair, Intel pushed one of its Ice Lake-U processors to the equivalent of a 25W TDP and did a direct comparison. This is essentially AMD’s Vega 10 vs Intel’s Gen 11.
For all the games in Intel’s test methodology, they scored anywhere from a 6% loss to a 16% gain, with the average somewhere around a 4-5% gain. The goal here is to show that Intel can focus on graphics and gaming performance in ultra-light designs, with the aim to provide a smooth 1080p experience with popular eSports titles.
The last set of data comes from Intel’s implementation of Variable Rate Shading (VRS), which was recently introduced in DirectX 12. VRS is a technique that allows the game developer to change the shading resolution of an area on the screen on the fly, allowing a developer to reduce the amount of pixel shading used in order to boost performance, and ideally doing this with little-to-no impact in image quality. It is a new supported feature on Gen11, but it does require the game to support the feature as well. The feature is game specific, and the settings are tuned by the game, not the driver or GPU.
Intel showed that in an ideal synthetic test, they scored a 40% uplift with VRS enabled, and in the synthetic test comparing VRS on and off, that extra performance put it above an equivalent AMD Ryzen system. AMD’s GPU does not support this feature at this time.
Intel is also keen to promote Ice Lake as an AI CPU, due to its AVX512 implementation, and any software than can take advantage of AI can be equipped with accelerated algorithms to speed it up.
We expect to hear more about Ice Lake this week at Computex, given Intel’s keynote on Tuesday, but we also expect to see some vendors showing off their Ice Lake-U designs.
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