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Arc Elementalist · Xe5 · RTU5
ELEMENTALIST
Xe5

Arc Elementalist is Intel's Xe5 flagship GPU architecture. It scales as a single coherent render device — from one tile in a thin-and-light to four E1080 tiles in a 2,000 W workstation — joined over FOveros 2.0 photonic fabric and built on Intel 04A. 512-shader Xe5 cores with out-of-order wave dispatch and the XeAVX-2048 vector ISA. XMX5 matrix acceleration with native FP64. RTU5 hardware ray tracing. Across four tiles it delivers up to 20× the raster performance of the RTX 5090 and ~27× the ray tracing.

01
SHADER ARCHITECTURE · GENERATION 5
Xe5 Core

The Xe5 shader core is the widest, deepest execution unit Intel has ever built for graphics. Each Xe5-core contains 512 unified shaders — double the 256-shader Xe4E — organised into 32-wide wavefronts with out-of-order wave dispatch. The front-end decodes up to 4 instructions per clock per wavefront, feeding a 512-entry reorder buffer so waves execute non-sequentially by data readiness — a CPU-microarchitecture technique that lets a wave stalled on a cache miss yield to a wave with data ready, eliminating the pipeline bubbles that plague in-order GPU schedulers. Feeding those lanes is a new 16 KB private L0-data cache per core, straight into the 32-wide wavefront ports, backed by a 192 KB L1 (up from 128 KB) and the per-16-core-cluster L0 instruction cache.

Riding those same ALUs is XeAVX-2048 — a 2048-bit-wide vector ISA extension, distinct from the matrix-only XMX5, that spans the entire precision range in one unit. At the low end it packs FP8 / INT8 / FP16 at 2×/4× rate per lane for shadows, particles and post-process; at the high end it runs native FP64 at 1/2 FP32 rate, not emulated through FP32 pairs. That width is what makes the E1080's double-precision throughput workstation-real rather than a checkbox: the same silicon that shades a game frame runs HPC-class FP64 vector math, no discrete compute card required. Against the Xe2 generation in Battlemage, the Xe5 core retires 2.2× the instructions per clock.

2.2× IPC
vs Xe2 generation
512 shaders/core
vs 256 in Xe2/Xe4E
XeAVX-2048
2048-bit vector ISA · FP8→FP64
native FP64
1/2 FP32 rate · via XeAVX-2048
GEN-ON-GEN vs XE2 (BATTLEMAGE)
Shader IPC
+120%
Shaders per core
+100%
FP32 throughput/W
+85%
XE5 CORE SPECIFICATIONS
Execution width
32-wide wavefronts
Wave dispatch
Out-of-order
ROB depth
512 entries
Vector ISA
XeAVX-2048 (2048-bit)
XeAVX precisions
FP8/INT8/FP16 packed → FP64
FP64 rate
1/2 FP32 native (via XeAVX)
L0 data / L0 instr
16 KB private / per cluster
L1 per core
192 KB
ISA compat
Xe4E backwards
Process
Intel 04A
02
Xe5 Raster · The Architecture Behind The Number
5× per tile is no longer an assertion.

Xe5 raster delivers ~5× per tile — 20× across four through five compounding engines: a tile-based binning rasterizer, Nanite-class virtualized geometry, predictive variable-rate shading, feedback-streamed textures, and a wide shader vector ISA. Each contributes a measured multiplier.

Tile-Based Binning Rasterizer
Kachelraster Engine

The Kachelraster Engine bins geometry into 64×64px tiles and culls overdraw before shading, against a 2 MB on-die bin buffer per raster cluster (shared with L2). Occluded fragments never reach the shader array — ~40% less overdraw and ~35% less bandwidth than immediate-mode rendering.

64×64px
bin size
2 MB
bin buffer / raster cluster (shared w/ L2)
~40%
overdraw reduction
~35%
bandwidth savings
Immediate-mode · shade-then-discard
4 shaded layers per pixel in the overlap — three are thrown away after shading.
Kachelraster · cull-then-shade
1 shaded layer per pixel — occluded fragments are discarded per 64×64 bin, before the shader runs.
Mesh / Task Shaders · Virtualized Geometry
Feingeometrie Engine

The Feingeometrie Engine clusters micro-triangles roughly 128 to a group for Nanite-class geometry virtualization, with the full cluster hierarchy resident on-package in Kache Kore's 4 GB bLLC. It shares PHR's residency mechanism with RT's BVH caching — one cache infrastructure, two consumers.

~128 tris
per micro-cluster
on-package
cluster hierarchy in 4 GB bLLC
shared PHR
residency reused from RT BVH caching
Shading, Texture & Dispatch Efficiency
Four more multipliers.
Variable-Rate Shading
VRS 3.0
VRS 3.0 varies shading rate from 1×1 to 4×4 per Kachelraster tile, selected by the LPNPU co-pilot's predictive model — the same silicon that drives Thread Director's dispatch. Saliency- and motion-aware, on existing hardware.
1×1 → 4×4
Texture Streaming
Sampler Feedback Streaming
Sampler Feedback Streaming loads only the mip levels and texture regions the frame actually samples into Kache Kore, cutting effective VRAM pressure and the ZAM bandwidth spent on speculative residency.
SFS
The raster end of Xe5 Core's XeAVX-2048
XeAVX-2048 · Raster Path
XeAVX-2048 — the Xe5 Core vector ISA — runs packed INT8 / FP8 / FP16 at 2×/4× rate per lane for low-precision raster work: shadows, particles, post-process. The same 2048-bit unit that delivers native FP64.
2×/4× per lane
Per-Title GPU Tuning
XeAPO
A GPU extension of Intel Application Optimization (part of Dynamic Tuning, working with Thread Director). Where APO tunes only CPU thread scheduling, XeAPO extends the same per-title profile system to GPU dispatch — Kachelraster bin size, VRS 3.0 aggressiveness, SBP/KPA cache residency policy, wavefront occupancy targets — run through the same LPNPU predictive co-pilot, not a separate system.
XeAPO
Raster Compounding
Where the 5× comes from.

Each contributor is a measured multiplier, not a headline. They compound — and the product lands on the same ~4.8–5×/tile the platform already publishes, which becomes 20× across ×4 tiles.

Raw shader / ROP / clock scale (Xe5 core width, Intel 04A headroom)
2.1×
Kachelraster Engine (overdraw elimination)
1.35×
Kache Kore bandwidth absorption
1.25×
VRS 3.0 + Sampler Feedback Streaming
1.3×
2DKR offload
1.04×
Compounded
~4.8–5×
2DKR Contribution · Minor, Honest Multiplier

The 2D Kanvas Renderer pulls UI, HUD and overlay compositing out of the 3D pipeline entirely. That is worth a real but small +3–5% effective 3D throughput — the 1.04× term above. It is listed as its own line precisely because it should not be folded into the larger multipliers to inflate them.

03
AI MATRIX ACCELERATION · GENERATION 5
XMX5

XMX5 makes a discrete AI accelerator unnecessary. Each unit delivers 2× the per-clock throughput of XMX4E at equal precision, and adds native INT2 and FP4 — sub-byte formats that quadruple effective throughput on quantized models. For XeSS 5.0 it generates whole intermediate frames from a temporal neural network at native resolution. A dedicated 512 KB L1 AI SRAM per cluster keeps model weights local, off the memory-bandwidth wall, and hardware sparse-activation skipping detects and bypasses zero-valued elements for up to 1.8× on the 40–60% sparsity real models carry.

2× TOPS/unit
vs XMX2 per clock
INT2 / FP4
native sub-byte precision
512 KB
L1 AI SRAM per cluster
GEN-ON-GEN vs XMX2 (BATTLEMAGE)
AI TOPS per unit
+340%
New precision fmts
+3
AI SRAM
512KB
XMX5 PRECISION SUPPORT
INT2
native
FP4
native
INT4
native
INT8
native
FP8 (E4M3/E5M2)
native
BF16
native
TF32
native
FP16
native
FP32
accumulate
Sparse activation
1.8× effective
L1 AI SRAM
512KB/cluster
Framework
DirectML, OneAPI, ONNX
04
RAY TRACING · GENERATION 5
RTU5

RTU5 performs only ray–AABB and ray–triangle intersection — it never builds trees. It runs fourth-order bounding volume hierarchy (BVH4) traversal, four children per node instead of the industry-standard two, halving tree depth for the same scene, with hardware ReSTIR resampling hundreds of candidate light paths into converged global illumination on a fraction of a brute-force budget, and stereo BVH caching that re-traverses one structure for both eyes in VR. BVH construction, refit, pruning and residency run on dedicated silicon instead — the Symbiotic BVH Pipeline, the Kache Kore Prune Array, Persistent Hierarchy Residency and the Photonic Ray Mesh — keeping the intersection hardware at peak. Motion vectors, GI probe evaluation, contact shadows and multi-bounce proxy rays each run on a dedicated fixed-resolver, moving closed-form math out of shader code and into silicon.

4.2× / 6.7×
raw / effective, single tile vs RTX 5090
BVH4
intersection only — never builds trees
Stereo BVH
VR-native caching
RT Performance vs RTX 5090 · DXR 1.2 / Vulkan RT 1.4
SINGLE TILE
Raw
4.2×
Effective
6.7×
×4 TILES · PHOTONIC RAY MESH
Raw
16.8×
Effective
~27×
Raw is RTU5 silicon only — driver/API-measurable intersection throughput. Effective adds SBP / KPA / PHR eliminating BVH build and refit overhead from the frame. Both figures are labeled permanently; neither collapses into a single headline number.
RTU5 RT performance — anchored to RTX 5090
Single tile ×4 tiles · Photonic Ray Mesh
Raw hardware
RTU5 silicon only · DXR 1.2 / Vulkan RT 1.4
4.2× 16.8×
Effective
+ SBP / KPA / PHR eliminating build & refit overhead
6.7× ~27×
RTU5 SPECIFICATIONS
BVH structure
4-wide (BVH4)
RTU5 role
ray–AABB / ray–triangle only
Tree build / refit
offloaded to SBP
Ray culling
KPA (near-memory)
Static BVH residency
PHR (Kache Kore 4 GB)
Multi-tile RT
Photonic Ray Mesh
ReSTIR
hardware
Fixed resolvers
motion / SH-GI / silhouette / proxy
VR ray dispatch
stereo BVH
API
DXR 1.2, Vulkan RT 1.4
RTU5 · BVH Offload Pipeline
Traversal stays on RTU5.
The rest runs on dedicated silicon.

BVH work splits into two problems with different latency profiles. The Symbiotic BVH Pipeline routes the tree-critical path and the bulk leaf refit to separate core classes. The Kache Kore Prune Array discards missing rays in-cache. Persistent Hierarchy Residency pins static geometry across frames. And the Photonic Ray Mesh lets four tiles trade ray and node work as one engine over the photonic fabric.

Symbiotic BVH Pipeline · Two-Stage, Profile-Aware Routing
Stage 1 · Critical path
Top-tree rebuild / resort
DP · Sunset Cove
Performance / Unleashed AFFINITY — wants IPC + clock
Fallback when DP/UHP gated
UHE · Lunar Eclipse
Balanced / Efficiency AFFINITY
Stage 2 · Bulk parallel
Leaf-level bbox refit
SPE · Venusmont
Thousands of independent per-object updates
Fallback on tiers w/o SPE
LPE · Darkmont
Feature-uniform, quantity-scaled
FOveros 2.0
zero-copy · <8 ns
Completed nodes stream to
Kache Kore
4 GB bLLC · no PCIe round trip
Intersection only
RTU5
ray–AABB / ray–triangle
Ray misses AABB Ray hits AABB
Before dispatch, the KPA pruning ALUs test each ray against bounding boxes inside Kache Kore's SRAM bitlines. Misses are discarded in-cache; only survivors reach RTU5 traversal — the visible hit/miss branch of the pipeline.
Tier-Scalability · Feature-Uniform, Quantity-Scaled

Per the Eventide family table, Core 500 has no Compute Tile, Core i500 has a Compute Tile but no SPE cores, and Core Ultra 500 carries only limited SPE. SBP Stage 2 is therefore not SPE-exclusive: on tiers without SPE it falls back to idle LPE (Darkmont) cores. Every tier runs the same SBP behavior — same two-stage split, same profile-aware routing — with less parallel throughput lower down the stack, never a different or absent feature. Stage 1's target likewise follows the active AFFINITY profile (DP under Performance/Unleashed, UHE under Balanced/Efficiency), an extension of Thread Director's existing profile-aware dispatch rather than a new mechanism.

Near-Memory Compute
Kache Kore Prune Array
The Kache Kore Prune Array embeds low-precision ray–AABB pruning ALUs directly in Kache Kore's SRAM bitlines. Rays that miss their bounding box are discarded in-cache at the tile-level L3, ahead of an L4 miss, before reaching an RTU5 execution unit.
KPA
Cross-Frame Residency
Persistent Hierarchy Residency
Persistent Hierarchy Residency pins the static world-geometry BVH in Kache Kore's 4 GB across frames; only dynamic subtrees are refit by SBP each frame. The same residency mechanism backs Feingeometrie's cluster caching and the GI-proxy BLAS — one cache infrastructure, several pipelines.
PHR
Multi-Tile Coherence
Photonic Ray Mesh
Photonic Ray Mesh extends Foveros 2.0's tile arbitration — already unifying the raster framebuffer and command queue across ×4 E1080 tiles — to ray and BVH-node dispatch, so all four tiles trade work as one coherent RT engine. On the existing fabric: 448 Tbps, −70% latency vs copper, 0.08 pJ/bit.
Photonic Ray Mesh
Fixed-Resolver Additions
Closed-form math, moved to dedicated silicon.

The same design principle the platform already applies to fixed-function acoustic compute — closed-form geometric terms evaluated in dedicated silicon rather than shader code — applied here to graphics. Each resolver replaces a screen-space approximation or a redundant pass with an exact, near-free evaluation.

Motion · from path length
Free Motion Vectors
RTU5 traversal already computes high-precision hit distance per ray for BVH4. Retaining that value's frame-to-frame derivative gives XeFG 3.0 / XeSS 5.0 a motion-vector source with no separate G-buffer motion pass.
Indirect lighting
SH Probe Resolver
Fixed-function spherical-harmonic matrix multiply for irradiance-probe evaluation — a direction-to-SH-weights operation evaluated in dedicated silicon rather than shader code, for indirect-lighting probes.
Contact / silhouette
Silhouette Fixed Resolver
Closed-form geometric term for contact shadows and silhouette softening at flagged edges — flagged at bake time, evaluated only where flagged — replacing the screen-space multi-sample approximations (PCF-style hacks, SSAO) most engines use here.
Multi-bounce indirect
GI-Proxy Decimated BLAS
A coarse, decimated proxy tree for multi-bounce indirect rays — which don't need triangle-level fidelity — cached via PHR alongside the full-fidelity primary-ray BVH.
05
MEMORY ARCHITECTURE · KACHE KORE + ZAM
Unified Memory

Elementalist addresses the platform's unified memory as VRAM. Six tiers — L0 through the Kache Kore L4 and out to terabyte-class ZAM — form one coherent hierarchy with no PCIe wall. The centerpiece is Kache Kore: a 4 GB bLLC (bandwidthLLC) fabricated on Intel 04A alongside the compute tiles. For the GPU, Kache Kore acts as an enormous L4 cache that absorbs the working set of most 1440p and many 4K game frames entirely on-package, eliminating the latency penalty of DRAM round-trips. Each Xe5 tile maintains its own L2 cache (12 MB/tile, 48 MB total across ×4 E1080) plus a new 24 MB tile-level L3 shared across the Xe5-core clusters, RTU5 and XMX5 — where the KPA pruning logic sits before a miss falls through to Kache Kore — with hardware cache coherency across tiles via FOveros 2.0. When a tile's L2 misses, the request hits Kache Kore at ~8 ns latency — comparable to dedicated GDDR7 on discrete GPUs — before falling through to Intel Z-Angle Memory (ZAM) mounted directly on the FOveros 2.0 photonic substrate. Unlike conventional DDR6/LPDDR6, ZAM is bandwidth and density-optimized for sustained high-throughput workloads, delivering 2–3 TB/s per controller and an effective 5–6 TB/s across both dual-channel ZAM controllers — dwarfing the bandwidth envelope of any discrete GDDR7 stack. Smart Memory Tiling automatically pins frequently-accessed texture mipmap levels and shader constants in Kache Kore, ensuring that bandwidth-critical data stays on-package.

4 GB bLLC
Kache Kore L4
48 MB
L2 across ×4 tiles
~8 ns
Kache Kore latency
ZAM vs DEDICATED GDDR7 (DISCRETE GPU)
Peak bandwidth vs GDDR7
+~3×
Cache-miss latency (raw ZAM)
+~40%
Memory power draw
−75%
ZAM trades raw latency for exceptional bandwidth and power efficiency. Cache-miss latency disadvantage is largely masked by Kache Kore's 4 GB bLLC for hot working sets.
MEMORY HIERARCHY
L0d per Xe5-core
16 KB (new)
L1 per Xe5-core
192 KB
L2 per tile
12 MB
L3 per tile
24 MB (new)
L3 total (×4)
96 MB
Kache Kore bLLC (L4)
4 GB
Kache Kore latency
~8 ns
ZAM controllers
2× dual-channel
ZAM bandwidth
2–3 TB/s/ctrl · 5–6 TB/s total
Smart Memory Tiling
automatic
Coherency
HW via FOveros
Address space
unified CPU+GPU
GPU Cache Hierarchy
Two new tiers. Two bumps.

Click a tier to see what it holds and why it was added. The prior hierarchy was L0-instruction only, 128 KB L1, 8 MB L2 and the Kache Kore L4 — with no L0-data and no tile-level L3.

L0i
Instruction cache
per 16-core cluster · unchanged this generation
existing
L0d · 16 KB/core, private (NEW). A dedicated data cache that feeds the 32-wide wavefront ports directly. Previously the hierarchy had no L0-data tier at all — the nearest data lived in L1. L0d shortens the path from cache to lane, keeping the wide shader front-end fed without an L1 round trip on every access.
L1 · 192 KB/core (bumped from 128 KB). Per-core private cache, grown 50% to match the wider Xe5 core (512 shaders/core) and the deeper wave dispatch. More resident working set per core means fewer spills to L2 under the wide-wavefront workloads Xe5 is built for.
L2 · 12 MB/tile, 48 MB across ×4 (bumped from 8 MB / 32 MB). Per-tile shared cache, coherent across tiles via Foveros 2.0. Also backs the Kachelraster Engine's 2 MB bin buffer per raster cluster.
L3 · 24 MB/tile, 96 MB across ×4 (NEW). A new tile-level tier shared across the Xe5-core clusters, RTU5, and XMX5 within the tile. This is where the KPA pruning logic sits — rays are tested against bounding boxes here, before a miss ever falls through to Kache Kore L4. It is the seam between the compute tiers and the on-package bLLC.
L4 · Kache Kore, 4 GB bLLC (unchanged). The on-package bandwidth LLC at ~8 ns. It absorbs whole 1440p and many 4K frame working sets, holds PHR's pinned static BVH and Feingeometrie's cluster hierarchy, and is the destination SBP streams completed nodes into.
Showing L3 — select any tier above.
06
PROCESS NODE · MULTI-TILE PHOTONIC FABRIC
Intel 04A + FOveros 2.0

The Xe5 GPU tiles are built on Intel 04A, the same node as the Eventide Compute Tile, and joined by FOveros 2.0 — a second-generation photonic interconnect that binds up to four GPU tiles into a single coherent device: one memory space, one command queue, over on-package silicon photonic waveguides. Unlike organic substrate interconnects that measure latency in nanoseconds and bandwidth in hundreds of GB/s, FOveros 2.0 uses on-package silicon photonic waveguides to deliver sub-2-nanosecond tile-to-tile latency at over 3.2 TB/s aggregate bisection bandwidth. The operating system and application see one GPU, one memory space, one command queue. Shader work distribution across tiles, cross-tile L2 cache coherency, and synchronized display output are all handled in hardware by the FOveros tile controller — with zero driver overhead. This is not SLI. This is not CrossFire. This is one GPU, built from four tiles, with single-GPU programming semantics.

×4 tiles
single coherent device
<2 ns
tile-to-tile latency
3.2 TB/s
bisection bandwidth
GEN-ON-GEN vs EMIB (PRIOR GEN)
Tile-to-tile latency
−65%
Bisection bandwidth
+4×
Max tile count
+2×
FOVEROS 2.0 SPECIFICATIONS
Interconnect
silicon photonic
Tiles per device
up to 4
Tile-to-tile latency
<2 ns
Bisection BW
3.2 TB/s
Cache coherency
hardware
Work distribution
hardware
PCIe presentation
single device
Driver overhead
zero
Compatible tiles
Xe5 GPU only
Elementalist · Cross-Reference
E1080 ×4, to scale.

The E1080 is the hero of its own chart: switch the metric, scale the tile count from ×1 to ×4, and watch it lead the field on a log axis that keeps every competitor visible instead of flattening them. Raw and effective RT figures stay labeled separately, exactly as on the RTU5 chart above, and any transitively-derived number carries its derivation on the number itself — never a footnote.

Arc E1080 (hero)
RTX 5090 · baseline 1×
RX 9070 XT · derived
Metric
E1080 tiles
Interactive performance chart — enable JavaScript to scale it. Every figure is also in the table below.
▲
Log scale, and why RX 9070 XT is derived. The E1080 ×4 leads by so much that a linear axis would flatten every competitor to a sliver — so the bars use a log scale, and the E1080's real multiple is printed on its bar. There is no flagship-tier RX part to benchmark this generation — AMD has not fielded one, by choice — so the RX 9070 XT figure is transitively derived from its ~2.2× standing below the RTX 5090. Adreno X2-90 (an SoC iGPU) is a different category and is cross-referenced on efficiency/TOPS only, never on this discrete-tier scale.
Cross-Reference · Bolt Zeus
A real-time GPU, next to an offline accelerator.

Bolt's Zeus is an offline rendering and simulation accelerator: a discrete card built to path-trace scenes and hold very large datasets, not to drive frames in real time. Elementalist is built for the frame — real-time hardware ray tracing, XeSS 5.0, and unified-tile raster for games and creation. Two different products for two different jobs, shown here on the same axes for reference.

On the two specifications Zeus markets hardest, the top Eventide platform holds the line: its unified memory reaches up to 4 TB (2 TB on-package ZAM plus up to 2 TB DDR6) against Zeus's 2.25 TB LPDDR5X, and XeAVX-2048 delivers native FP64 on the shader ALUs. On real-time ray tracing — the E1080's purpose — it leads decisively. Every Zeus figure below is Bolt's own published claim.

Interactive · Photonic Ray Mesh · Multi-Tile Scaling
×4
Illustration of tile-level work distribution — not a cycle-accurate model
Presents to the OS as
1 device
Four tiles, one coherent RT engine.
Effective RT vs RTX 5090
~27×
6.7× per tile, near-linear over the fabric
Photonic fabric
448 Tbps
−70% latency vs copper · 0.08 pJ/bit
Cross-tile work trading
yes
Idle tiles absorb neighbours’ overflow.
Arc E1080 ×4 · real-time RT
Bolt Zeus · offline path tracing (claim)
RTX 5090 · baseline
Interactive chart — enable JavaScript.
Both bars read against the RTX 5090, but they measure different things: the E1080's ~27× is real-time hardware ray tracing inside a game frame; Bolt's ~10× is an offline path-tracing / rendering claim for a compute-class board. Not a like-for-like race.
Memory capacity · E1080 platform leads
up to 4 TB
Zeus's 2.25 TB is its whole memory pool. The E1080's 4 GB is cache (Kache Kore bLLC). Its actual VRAM is the top X9 platform's unified memory: up to 2 TB on-package ZAM plus up to 2 TB DDR6 = up to 4 TB, addressed by the 4× E1080 as VRAM. More pool than Zeus, before the cache.
Memory bandwidth · E1080 platform leads
5–6 TB/s
ZAM is FOveros-mounted on-package memory at 5–6 TB/s — a faster class than Zeus's LPDDR5X. Capacity Zeus can match on paper; on-package bandwidth is not a fight it set up to win.
FP64 · XeAVX-2048 answers it
2048-bit vector
Zeus leans on FP64 as an HPC part — but the E1080 fights that on the shader ALUs with XeAVX-2048, a 2048-bit-wide vector ISA running native FP64 at ½ FP32 rate, not emulated through FP32 pairs. FP64 isn't a capability the E1080 lacks; it's a lane it runs wide.
Addressable memory pool (VRAM) · log scale
Interactive chart — enable JavaScript.
The E1080's 4 GB is cache (Kache Kore bLLC), not its memory ceiling. Its VRAM is the top X9 platform's unified pool: up to 2 TB on-package ZAM (5–6 TB/s) plus up to 2 TB DDR6 — up to 4 TB, addressed by the 4× E1080. More capacity than Zeus's 2.25 TB, on a faster memory class (ZAM vs LPDDR5X), with the 4 GB bLLC on top.
◆
Zeus figures are Bolt's published claims. The ~10× path-tracing number and the 2.25 TB LPDDR5X ceiling are vendor marketing figures, not independently benchmarked, for an offline rendering / simulation accelerator — a different product category from a real-time gaming GPU. Shown for context and labeled as claims; the top Eventide platform meets or beats both, and neither is blended into the E1080's real-time multiples.
Elementalist E1080 cross-reference · competitor specs shown as fact, not callout
Metric RTX 5090 RX 9070 XT Bolt Zeus Adreno X2-90
Raster · vs E1080 ×4 baseline → 20× ~44× derived not a raster-first part not comparable tier
RT / path tracing · vs RTX 5090 1× (RT baseline) ~0.45× derived ~10× PT offline · claim not comparable tier
E1080 ×4 RT vs part 16.8× raw / ~27× eff ~37× raw / ~59× eff derived different workload (offline PT) not comparable tier
FP32 compute ~105 TFLOPS mid-range tier rendering/HPC-class · native FP64 LP tier
Process node TSMC 4N-class TSMC N4 TSMC (announced) TSMC 3nm
Memory 32 GB GDDR7 · ~1.8 TB/s 16 GB GDDR6 up to 2.25 TB LPDDR5X claim · below the X9 platform's up-to-4 TB unified ZAM+DDR6 228 GB/s LPDDR5X (SoC-shared)
Category Real-time gaming flagship No flagship-tier part this gen, by choice Offline rendering / simulation accelerator (vendor claims) SoC iGPU — TOPS/efficiency cross-reference only