Intel Ivy Bridge HD Graphics 4000 GPU: OpenGL and OpenCL Tests




Intel Ivy Bridge HD 4000 GPU test – Index



2 – Ivy Bridge – OpenGL Side

Intel, Ivy Bridge HD 4000 OpenGL support in GPU Caps Viewer



That said, let’s see first the OpenGL side of the HD 4000. The latest Intel graphics drivers (v2696, I can’t remember where I downloaded it, I will re-test the HD 4000 when v2712 or newer will be publicly available) expose OpenGL 3.3 API (Build 8.15.10.2696) with 132 OpenGL extensions (GL=118 and WGL=14). Compared to the Sandy Bridge HD 2000 with driver v2656, 3 new OpenGL extensions have been added:

  • GL_ARB_blend_func_extended
  • GL_ARB_geometry_shader4
  • GL_ARB_texture_multisample



Here is the complete list of all 132 extensions revealed by GPU Caps Viewer 1.16.0:

  • GL_EXT_blend_minmax
  • GL_EXT_blend_subtract
  • GL_EXT_blend_color
  • GL_EXT_abgr
  • GL_EXT_texture3D
  • GL_EXT_clip_volume_hint
  • GL_EXT_compiled_vertex_array
  • GL_SGIS_texture_edge_clamp
  • GL_SGIS_generate_mipmap
  • GL_EXT_draw_range_elements
  • GL_SGIS_texture_lod
  • GL_EXT_rescale_normal
  • GL_EXT_packed_pixels
  • GL_EXT_texture_edge_clamp
  • GL_EXT_separate_specular_color
  • GL_ARB_multitexture
  • GL_EXT_texture_env_combine
  • GL_EXT_bgra
  • GL_EXT_blend_func_separate
  • GL_EXT_secondary_color
  • GL_EXT_fog_coord
  • GL_EXT_texture_env_add
  • GL_ARB_texture_cube_map
  • GL_ARB_transpose_matrix
  • GL_ARB_texture_env_add
  • GL_IBM_texture_mirrored_repeat
  • GL_EXT_multi_draw_arrays
  • GL_NV_blend_square
  • GL_ARB_texture_compression
  • GL_3DFX_texture_compression_FXT1
  • GL_EXT_texture_filter_anisotropic
  • GL_ARB_texture_border_clamp
  • GL_ARB_point_parameters
  • GL_ARB_texture_env_combine
  • GL_ARB_texture_env_dot3
  • GL_ARB_texture_env_crossbar
  • GL_EXT_texture_compression_s3tc
  • GL_ARB_shadow
  • GL_ARB_window_pos
  • GL_EXT_shadow_funcs
  • GL_EXT_stencil_wrap
  • GL_ARB_vertex_program
  • GL_EXT_texture_rectangle
  • GL_ARB_fragment_program
  • GL_EXT_stencil_two_side
  • GL_ATI_separate_stencil
  • GL_ARB_vertex_buffer_object
  • GL_EXT_texture_lod_bias
  • GL_ARB_occlusion_query
  • GL_ARB_fragment_shader
  • GL_ARB_shader_objects
  • GL_ARB_shading_language_100
  • GL_ARB_texture_non_power_of_two
  • GL_ARB_vertex_shader
  • GL_NV_texgen_reflection
  • GL_ARB_point_sprite
  • GL_ARB_fragment_program_shadow
  • GL_EXT_blend_equation_separate
  • GL_ARB_depth_texture
  • GL_ARB_texture_rectangle
  • GL_ARB_draw_buffers
  • GL_ARB_color_buffer_float
  • GL_ARB_half_float_pixel
  • GL_ARB_texture_float
  • GL_ARB_pixel_buffer_object
  • GL_EXT_framebuffer_object
  • GL_ARB_draw_instanced
  • GL_ARB_half_float_vertex
  • GL_ARB_occlusion_query2
  • GL_EXT_draw_buffers2
  • GL_WIN_swap_hint
  • GL_EXT_texture_sRGB
  • GL_ARB_multisample
  • GL_EXT_packed_float
  • GL_EXT_texture_shared_exponent
  • GL_ARB_texture_rg
  • GL_ARB_texture_compression_rgtc
  • GL_NV_conditional_render
  • GL_EXT_texture_swizzle
  • GL_ARB_sync
  • GL_ARB_framebuffer_sRGB
  • GL_EXT_packed_depth_stencil
  • GL_ARB_depth_buffer_float
  • GL_EXT_transform_feedback
  • GL_EXT_framebuffer_blit
  • GL_EXT_framebuffer_multisample
  • GL_ARB_framebuffer_object
  • GL_EXT_texture_array
  • GL_EXT_texture_integer
  • GL_ARB_map_buffer_range
  • GL_EXT_texture_snorm
  • GL_ARB_blend_func_extended
  • GL_INTEL_performance_queries
  • GL_ARB_copy_buffer
  • GL_ARB_sampler_objects
  • GL_NV_primitive_restart
  • GL_ARB_seamless_cube_map
  • GL_ARB_uniform_buffer_object
  • GL_ARB_depth_clamp
  • GL_ARB_vertex_array_bgra
  • GL_ARB_shader_bit_encoding
  • GL_ARB_draw_buffers_blend
  • GL_ARB_geometry_shader4
  • GL_ARB_texture_query_lod
  • GL_ARB_explicit_attrib_location
  • GL_ARB_draw_elements_base_vertex
  • GL_ARB_instanced_arrays
  • GL_ARB_fragment_coord_conventions
  • GL_EXT_gpu_program_parameters
  • GL_ARB_texture_buffer_object_rgb32
  • GL_ARB_compatibility
  • GL_ARB_texture_rgb10_a2ui
  • GL_ARB_texture_multisample
  • GL_ARB_vertex_type_2_10_10_10_rev
  • GL_ARB_timer_query
  • GL_ARB_vertex_array_object
  • GL_ARB_provoking_vertex
  • GL_EXT_gpu_shader4
  • WGL_EXT_depth_float
  • WGL_ARB_buffer_region
  • WGL_ARB_extensions_string
  • WGL_ARB_make_current_read
  • WGL_ARB_pixel_format
  • WGL_ARB_pbuffer
  • WGL_EXT_extensions_string
  • WGL_EXT_swap_control
  • WGL_ARB_multisample
  • WGL_ARB_pixel_format_float
  • WGL_ARB_framebuffer_sRGB
  • WGL_ARB_create_context
  • WGL_EXT_pixel_format_packed_float
  • WGL_EXT_swap_control_tear



Now some OpenGL tests.


FurMark 1.10.0

I used FurMark 1.10.0 and ran the Preset:720 (1280×720 fullscreen). More scores can be found HERE.

MSI Radeon HD 7970 (GPU@925MHz, mem@1375MHz), Catalyst 12.3 whql (Win 7 64-bit)
5055 points (84 FPS)
MSI GeForce 9600 GT Diamond (GPU@650MHz, mem@850MHz), R301.24 beta (branch r301_07-12, Win 7 64-bit)
586 points (9 FPS)
– Intel Ivy Bridge Core i7 (2.2GHz), HD 4000, driver v8.15.10.2669 (Win 7 64-bit)
275 points (4 FPS),
ASUS Radeon HD 2400 (GPU@525MHz, mem@400MHz), Catalyst 12.3 whql (Win 7 64-bit)
64 points (1 FPS)


ShaderToyMark 0.3.0

ShaderToyMark 0.3.0 is a 100% GLSL pixel shader benchmark. More information is available HERE.

GeeXLab, ShaderToyMark



Settings: 960×540 windowed.

– ASUS Radeon HD 7770 DC TOP, Catalyst 12.3 whql (Win 7 64-bit)
215 points (35 FPS)
– MSI GeForce GTX 260, R296.10 (Win 7 64-bit)
33 points (5 FPS)
– Intel Ivy Bridge Core i7 (2.2GHz), HD 4000, driver v8.15.10.2669 (Win 7 64-bit)
31 points (5 FPS),


Procedural Apple

The procedural apple is a pixel shader test made with GeeXLab (OpenGL 2 / GLSL). More information about this test can be found HERE.

GeeXLab, procedural apple



Settings: 1024×768 windowed.

– EVGA GeForce GTX 680, R301.24 (Win 7 64-bit)
346 FPS
– Intel Ivy Bridge Core i7 (2.2GHz), HD 4000, driver v8.15.10.2669 (Win 7 64-bit)
24 FPS,

Yes I know the comparison between the HD 4000 and the GTX 680 is not really fair. It’s just for fixing some numbers.








Intel Ivy Bridge HD 4000 GPU test – Index



9 thoughts on “Intel Ivy Bridge HD Graphics 4000 GPU: OpenGL and OpenCL Tests”

  1. Leith Bade

    I wonder how well Rage runs on this.

    My AMD APU can get 40-50 FPS in Rage.

  2. fellix

    Intel said, the are still to deliver a properly optimized driver for IVB’s graphics unit, probably later this year.

  3. mg

    Please give millisecond results rather than FPS – FPS is non-linear, skewing the results, and I’m not smart enough to convert in my head :)

  4. erwincoumans

    @oscarbg the Bullet OpenCL gpu rigid body pipeline doesn’t work on Ivy Bridge yet, it only runs fine on latest Radeon and Fermi, Kepler gpus. I try to make it compatible, I just got the Ivy Bridge myself.

  5. oscarbg

    @erwincoumans good to know you have IVB now and fixing it to work..

  6. mincho

    I am wondering how would one detect something bad happens with opencl. One of the tests above showed incorrect result without an error message. How would oen know running a computational task that it run fine?

Comments are closed.