Apple A5X SoC

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runawayprisoner

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Apr 2, 2008
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The GPU being twice as fast as the iPad 2 leads to the obvious question- WTF are they thinking?

Exclude that any other mobile devices exist from this argument, it doesn't matter.

The new iPad has *four* times the pixel count of the previous. If we take everything Apple says as gospel truth then the new iPad has two choices- run things at half the speed of the 'old' model, or scale the resolution which completely negates the advantage of having the higher resolution display in the first place.

Again, forget anything not made by Apple exists in the world. How is moving to a new iPad an upgrade over the iPad 2 for any sort of GPU intensive task?

Or it may not have to do either of those things. Do recall, though, that the old iPad had enough filtrate and performance to do AAx2 at 1024 x 768. If it could do that much, a 2x performance increase means it should effortlessly be able to render the same games at 2048 x 1536, since AAx2 is almost the equivalent of quadrupling resolution on an offscreen buffer and then scaling down, except that if the resolution is already 2048 x 1536, then scaling is not necessary.

The only problem is memory bandwidth for pushing around 4x the frame buffer size, but if Apple did include 1GB of RAM, that'll allow for more room to stretch and less swapping, thus less moving.

I keep seeing the bar lowered for how little people know about GPUs on this forum- the degree of ignorance is honestly astounding.

http://www.anandtech.com/show/429/13

The fastest boards listed in that chart have 32MB of RAM. 128MB is *far* more then required for the Vita's rather low resolution. 1600x1200 is 1.92MPixels, the Vita is running 544,000Pixels. With one quarter of the Vita's VRAM you can drive four *times* the amount of pixels it has. Your numbers are off by at least a factor of sixteen.

For the rest of the hype over the GPU, just wait until any bench not named GLBenchmark are released, don't be too let down

Do note, though, that those are GPUs of old running older games there. So they weren't doing any post-processing effect, shading, etc...

Not to mention texture resolution might in fact be lower.

With current modern shading techniques, parts of a frame (or the whole frame) need to be preserved in memory to be shaded. If I completely ignore texture size and VRAM usage (assuming system RAM on the Vita can be used for that purpose), then to maintain 60fps at 960 x 540 means that it needs:

960 * 540 * 32 (32-bit color depth) * 60 (60fps) / 8 (there's 8 bits in a byte) / 1024 (kilobyte) / 1024 (megabyte) = 118.65MB

So that means you get only about 10MB of VRAM left for other things like storing shader programs and such.

In reality, that means a developer might be more inclined to use just a fraction that amount of frame buffer, or maintaining just a minimum of 30fps rather than 60fps because resources are so constrained.

This is mostly a problem with modern games doing shading. If there is no shader to be applied, they only need one frame buffer, in which case, it'll look like this for those older cards:

1600 * 1200 * 32 / 8 / 1024 / 1024 = ~7MB

That leaves 25MB or so left for textures, so that means they can store about 25 textures at 512 * 512 size, or 50 textures at 256 * 256.

All things considered... that's actually not a hell of a lot of space, but it's better than on modern games where if they were to render at measly half that res, the VRAM usage shoots up exponentially.

Again, if shaders are involved, then that whole frame buffer thing needs to be preserved in memory so that shader effects can be applied to those separate frames. And you can't just shade a frame and then move on to the next because that'll create huge latency. It's faster to let the GPU render as many frames as it can to VRAM and then let the shaders do their job before pushing the frame to output, otherwise, you're just stalling needlessly.

This is why you keep seeing games on the PS3 and XBox360 running at lower resolution, but in general, the 360 has games that run at slightly higher resolution with more effects than the PS3 because the 360's GPU has some internal buffer RAM that runs at "warp speed" (~200GB/s if I recall correctly, but I guess that means it can be accessed 10x faster than built-in VRAM) that can be used to quickly apply shader effects and push things out, effectively skipping the step that requires those frame buffers to be stored in VRAM. If I recall correctly, it's about 10MB... and 10MB is actually more than enough to store a single 1920 * 1080 frame. In my opinions, with that kind of architecture, the 360 is more limited by shader performance rather than memory, even though it has about the same amount of memory as the PS3.

The PS3, on the other hand, is obviously limited by memory... because there is no where for it to swap things into at faster access speed like on the 360.

What does that tell you about the Vita?
 
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runawayprisoner

Platinum Member
Apr 2, 2008
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Having a second joystick will make first-person shooters more plentiful, leading the Vita to be more successful.

That's more a physical design feature than the hardware inside, though.

Don't get me wrong, the Vita is still plenty capable, and I'm sure it'll have nice looking games, but in terms of specs, it's not that impressive, and I have handled the thing personally to be able to draw that conclusion. On paper, it looks great, but I guess Sony was human after all, so they had to cut corners.

It was pretty much just like when the PSP came out and everybody claimed it to be as powerful as a PS2, only to find out that the PSP didn't really run at full speed, and even at full speed, it was nowhere close to a PS2. The same thing is happening here. Everybody thinks the Vita is close to the PS3, but in reality, the PS3 is still a lot more powerful. But hey, it's tinier hardware strapped to batteries compared to big hardwares connected to real power sources.

On a side note, Infinity Blade Dungeons looks like it'll be the first game to employ the upscaling technique. It looks obvious from the trailer that the game was running at a lower resolution. But it might just be the trailer, and regardless, that game looks mighty impressive for mobile.
 

Aikouka

Lifer
Nov 27, 2001
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On a side note, Infinity Blade Dungeons looks like it'll be the first game to employ the upscaling technique. It looks obvious from the trailer that the game was running at a lower resolution. But it might just be the trailer, and regardless, that game looks mighty impressive for mobile.

I'm actually curious how different the game will look between the iPad 2 and iPad 3. If they choose to render at 1024x768 regardless of tablet, they may use more effects or better textures on the iPad 3. It wouldn't be surprising since that's the exact same difference we saw when going from an A4-equipped device to an A5-equipped device in Infinity Blade.
 

BenSkywalker

Diamond Member
Oct 9, 1999
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We'll see soon enough what the deal is, but Infinity Blade: Dungeons and Sky Gamblers: Air Supremacy which were both demoed at the Keynote look quite impressive graphically, in fact I'd say look better than anything available on iOS thus far.

If they run at the same resolution as the iPad2 games, then they will have considerably more headroom for adding effects. The problem is that removes the new iPad's supposed biggest strength, its' much higher resolution.

I don't think a fourfold increase in GPU power is necessary to handle the resolution

To be equal with the iPad 2 with both running at their native resolution it does need a four fold increase. That is cold hard numbers. If you quadruple your resolution, you need quadruple the pixel pushing power. There isn't a way around that.

Wow, where to start? I'm not sure if this is intentional FUD, or total ignorance. I'm assuming FUD.

960 * 540 * 32 (32-bit color depth) * 60 (60fps) / 8 (there's 8 bits in a byte) / 1024 (kilobyte) / 1024 (megabyte) = 118.65MB

WTF is the 60FPS in there for? Front buffer, back buffer. You could even factor in tripple buffering, it isn't often used, but it is the upper limit. Previously you were off by a factor of 16, now you are off by a factor of 20-30. The Vita needs less then 6MB for framebuffer. Just simply apply your Vita math to the new iPad.

2048x1536x32x60/8/1024/1024= 720MB- Doesn't look so good when we use your Vita math on the new iPad does it? Of course it is wrong, just demonstrating how absurdly wrong it is for you

Do recall, though, that the old iPad had enough filtrate and performance to do AAx2 at 1024 x 768.

PowerVR GPUs use tile based rendering- they do not use any fillrate for MSAA nor do they suffer any real performance hit(it is not measurable).

If it could do that much, a 2x performance increase means it should effortlessly be able to render the same games at 2048 x 1536, since AAx2 is almost the equivalent of quadrupling resolution on an offscreen buffer and then scaling down, except that if the resolution is already 2048 x 1536, then scaling is not necessary.

Even if we were talking about an immediate mode renderer, and we were talking about using SSAA, neither of which apply here, it would be 4x, not 2x.

That leaves 25MB or so left for textures, so that means they can store about 25 textures at 512 * 512 size, or 50 textures at 256 * 256.

Textures are not stored in raw or bmp, I've never heard of a game using either.

And you can't just shade a frame and then move on to the next because that'll create huge latency.

That is *exactly* what happens, it is called a buffer flip. It doesn't create huge latency, your suggestion would however. A frame can not start to be rendered until it has the necessary input for said frame. If you are moving forward for the frame and the GPU is batching up 20-30 frames you will be waiting half a second before anything you do to the controls is reflected on screen. Tripple buffering is not frequently used because it increases input latency from 1/30th of a second to 1/20th, when it is used it is mainly to offset the limitations that VSync introduces to controls in terms of smoothness.
 

runawayprisoner

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Apr 2, 2008
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Well, thanks for the correction. I learned a lot from that. However, I still stand with my original statement that the Vita is severely limited by its memory.
 

Mopetar

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Jan 31, 2011
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To be equal with the iPad 2 with both running at their native resolution it does need a four fold increase. That is cold hard numbers. If you quadruple your resolution, you need quadruple the pixel pushing power. There isn't a way around that.

Why not just make the games in the old resolution, but do some post processing to make the image look smoother? Some games that aren't as intense could probably run natively at the maximum resolution, but that's not going to be possible for everything.
 

Steelbom

Senior member
Sep 1, 2009
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If they run at the same resolution as the iPad2 games, then they will have considerably more headroom for adding effects. The problem is that removes the new iPad's supposed biggest strength, its' much higher resolution.



To be equal with the iPad 2 with both running at their native resolution it does need a four fold increase. That is cold hard numbers. If you quadruple your resolution, you need quadruple the pixel pushing power. There isn't a way around that.
You seem to know far more about these things than I... but I've a question if you don't mind: what's the thing that is required most in a game with a resolution increase like that? Polygons? Fill rate? Couldn't only the aspects that are bottlenecking the MP2 be rendered at a lower resolution too?

That aside here's a few things I can think of that may be true:

1) The PowerVR SGX543MP2 is currently bottlenecked by memory bandwidth on the iPad 2, and that by increasing memory bandwidth for the iPad 3, we'll see more than a two fold increase out of the MP4.
2) Current games aren't fully utilizing the PowerVR SGX543MP2.
3) Different aspects of games such as shadows, shading, lighting, etc., could be rendered at different resolutions if absolutely necessary, and in the worst case scenario, the whole game could be rendered at a lower resolution and upscaled.

Those are all possibilities, no?
 
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BenSkywalker

Diamond Member
Oct 9, 1999
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You seem to know far more about these things than I... but I've a question if you don't mind: what's the thing that is required most in a game with a resolution increase like that? Polygons? Fill rate?

Depends on the game but fillrate increases by a factor of four when the resolution does(poly count doesn't increase at all, shader complexity does but it isn't as simple to calculate how much, greatly depends on the shader, how much of the screen it covers etc).

1) The PowerVR SGX543MP2 is currently bottlenecked by memory bandwidth on the iPad 2, and that by increasing memory bandwidth for the iPad 3, we'll see more than a two fold increase out of the MP4.

Unlikely, PowerVR's type of architecture is the least bandwidth intensive of all the mobile offerings.

2) Current games aren't fully utilizing the PowerVR SGX543MP2.

Not likely. Anything that is built for the iPad2 will be using the SGX543MP2 to as close to its full potential as they could under development constraints. The same limitations are going to be there on the new iPad(development constraints), but the problem will be taking advantage of the new iPad's resolution is going to fragment the market. There isn't any way around this, it's how progress works.

3) Different aspects of games such as shadows, shading, lighting, etc., could be rendered at different resolutions if absolutely necessary, and in the worst case scenario, the whole game could be rendered at a lower resolution and upscaled.

Using differing resolution for render targets is going to look somewhere between bad and absolutely terrible. Using a lower resolution to render the game at is the most likely solution, but this removes the new iPad's biggest strength from a marketing perspective. Running games at non native resolution on a LCD screen looks very poor, this can be somewhat avoided if the resolution is dropped by 75% as you don't get the blurring artifacts from scaling due to have a direct 4:1 pixel mapping for the lower resolution. Downside to that is it puts you exactly where the previous generation was. If the higher resolution is supposed to be the next big thing, then they should have shipped a GPU that gave them a comparable increase in performance.

I still stand with my original statement that the Vita is severely limited by its memory.

The Vita has 128MB+512MB, the new iPad has 1GB and runs six times higher resolution then the Vita. That would put the direct comparison at 768MB and another 512MB for the iPad- more memory then it has. You may be correct that the Vita is severely limited by its' memory, but if it is, the new iPad will be to an even more severe degree.

Why not just make the games in the old resolution, but do some post processing to make the image look smoother?

That is what MSAA is for. The problem you start dealing with there is giving up the biggest advantage the new iPad has over the old iPad. Yes, you can absolutely do it, but why are you going to pay extra to run games at the same settings as the older model?
 

smartpatrol

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Mar 8, 2006
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I see the advantages of the higher resolution in this order of importance:
1. Sharper text
2. Better for viewing pictures
3. HD video
4. 2D gaming/ games with vector graphics
5. 3D gaming

Does anybody expect to play cutting-edge 3D games at 2048x1536? That's higher resolution than consoles and 95% of PC games.

The bottom line is they paired the highest resolution screen on a tablet with the most powerful mobile GPU (by a huge margin). It will be up to devs to choose how to use these capabilities. I am baffled that the anti-Apple crowd are still trying to spin this as a negative.
 

MrX8503

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Oct 23, 2005
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If we look at the desktop, basic tasks are no problem for a competent enough GPU. Its only the gaming part where you need serious horsepower. As a result there may be a penalty hit on the iPad3 for gaming.

However, many people who dislike Apple downplay mobile gaming anyway....so I don't know what the issue is.
 

Red Storm

Lifer
Oct 2, 2005
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As much as I dislike iOS and iTunes, kudos to Apple for the nice spec bumps in the new iPad. The temptation to get one is quite high (if only to just resell it), but I think I'll continue holding out on tablets for a bit longer.
 

BenSkywalker

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Oct 9, 1999
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Does anybody expect to play cutting-edge 3D games at 2048x1536? That's higher resolution than consoles and 95% of PC games.

That is the choice that Apple made. If mobile gaming is very important to you, then it wasn't a good choice. There are trade offs with almost anything.

The bottom line is they paired the highest resolution screen on a tablet with the most powerful mobile GPU (by a huge margin).

When you see the benches you'll understand that is quite a bit of hype, not much substance. GLBenchmark numbers are going to look extremely impressive, the rest, not so much. Not saying it is a bad GPU, just pointing out those that think it is going to dominate are going to be let down.

It will be up to devs to choose how to use these capabilities.

It isn't really though. Such is the downside of the form factor we are discussing. Ask any Android user who plays games, if the game doesn't run at the native resolution it simply looks terrible- this is a problem that Apple has avoided, until now.

However, many people who dislike Apple downplay mobile gaming anyway....so I don't know what the issue is.

If mobile gaming isn't important to anyone they shouldn't care about the GPU anyway so this entire discussion shouldn't matter to them. The GPU is going to be fine for basic 2D functionality, the problem is only going to be when dealing with 3D performance at its' native resolution.
 

MrX8503

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Oct 23, 2005
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When you see the benches you'll understand that is quite a bit of hype, not much substance. GLBenchmark numbers are going to look extremely impressive, the rest, not so much. Not saying it is a bad GPU, just pointing out those that think it is going to dominate are going to be let down.

Kinda like how the A5 GPU was a total letdown? Forget the fact that it dominated the GPU landscape for nearly a year.

It isn't really though. Such is the downside of the form factor we are discussing. Ask any Android user who plays games, if the game doesn't run at the native resolution it simply looks terrible- this is a problem that Apple has avoided, until now.

Apple doesn't handle resolution the same way as Android.


If mobile gaming isn't important to anyone they shouldn't care about the GPU anyway so this entire discussion shouldn't matter to them. The GPU is going to be fine for basic 2D functionality, the problem is only going to be when dealing with 3D performance at its' native resolution.

No..I'm saying mobile gaming isn't important to those who dislike Apple, but yet they are the biggest nitpickers of the GPU.
 

BenSkywalker

Diamond Member
Oct 9, 1999
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Kinda like how the A5 GPU was a total letdown? Forget the fact that it dominated the GPU landscape for nearly a year.

Like I said, if you are content with staring at GLBenchmark results, you will be pleased and can believe it to be the next A5, actually, it really is the next A5- killer GLBench results, not much else over the competition. Basemark numbers will be up soon, not bugged for Android devices this time.

Apple doesn't handle resolution the same way as Android.

They haven't in the past because they didn't need to. 3D games don't work on some special 'Apple rules' unless you are dealing with vector based rendering engines(which we aren't). They can go 1/4 res and be fast and blocky, or native res and be slow- the only other choice is scaled and blurry/sloppy.

No..I'm saying mobile gaming isn't important to those who dislike Apple, but yet they are the biggest nitpickers of the GPU.

Really? Who has stated mobile gaming isn't important and then criticized the GPU?
 

MrX8503

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Oct 23, 2005
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Like I said, if you are content with staring at GLBenchmark results, you will be pleased and can believe it to be the next A5, actually, it really is the next A5- killer GLBench results, not much else over the competition. Basemark numbers will be up soon, not bugged for Android devices this time.

You know, there were 3d games on the iPad2 right? Developers used the A5 to make it look even better than the iPhone4 variant. There were benchmarks and real world apps, pick whichever you want.

They haven't in the past because they didn't need to. 3D games don't work on some special 'Apple rules' unless you are dealing with vector based rendering engines(which we aren't). They can go 1/4 res and be fast and blocky, or native res and be slow- the only other choice is scaled and blurry/sloppy.

There were 3d games on the iPhone4 that had to transition to iPad2, so I'm not sure what you're talking about. Android's resolution mayhem is no where near as bad as Apple's. If an app isn't native then you have the option to run 2x, thats the rule. On Android, you got all sorts of resolutions so the route you take there is to run it natively, but miniaturized on a high def tablet.

High def and low res apps on the Android side is all jumbled up.

Really? Who has stated mobile gaming isn't important and then criticized the GPU?

Do you think mobile gaming is important? Are you criticizing the GPU? Me personally, I think the A5X is capable of playable 3D games at native res. I'm a casual mobile gamer.
 

BenSkywalker

Diamond Member
Oct 9, 1999
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You know, there were 3d games on the iPad2 right? Developers used the A5 to make it look even better than the iPhone4 variant. There were benchmarks and real world apps, pick whichever you want.

Yes, and comparing the best games shown on the A5 to the best games shown on the competition we don't see anything approaching being in the league of what GLBench show us. In fact, I'd say the A5 overall loses and it isn't really that close to several existing SoCs when it comes to actual implementation. Not saying it is a bad chip, but thinking it is some superpower is a farily shocking stretch.

There were 3d games on the iPhone4 that had to transition to iPad2, so I'm not sure what you're talking about.

It's very clear you don't know what I'm talking about, even though I explained it. I don't know how to dumb it down any further-

They can go 1/4 res and be fast and blocky, or native res and be slow- the only other choice is scaled and blurry/sloppy.

They have a choice.

Do you think mobile gaming is important?

Of course, I have ~30GB worth of purchased games from the market I rotate on and off my phone. The DS/PSP market is staggering and if phones step up their games a lot they can get a pretty big slice of it(don't bother linking the helmet head numbers comparing NPD to global phone game sales, they aren't even close *yet*).

Are you criticizing the GPU?

Not really. I'm not rubbing one out about how great it is. That may come off as criticism to some, but it is just pointing out reality.

I think the A5X is capable of playable 3D games at native res.

According to Apple- half as well as the previous generation iPad.
 

MrX8503

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Oct 23, 2005
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Yes, and comparing the best games shown on the A5 to the best games shown on the competition we don't see anything approaching being in the league of what GLBench show us. In fact, I'd say the A5 overall loses and it isn't really that close to several existing SoCs when it comes to actual implementation. Not saying it is a bad chip, but thinking it is some superpower is a farily shocking stretch.

The A5 was pretty quick in the real world, so I don't know how much more you want. Maybe it wasn't the superpower according to the benchmarks, but it still delivered great performance nonetheless.

It's very clear you don't know what I'm talking about, even though I explained it. I don't know how to dumb it down any further-

They can go 1/4 res and be fast and blocky, or native res and be slow- the only other choice is scaled and blurry/sloppy.

They have a choice.

Ignoring the mud slinging.....you brought up Android and I said the resolution woes of Android is quite different. You're trying to say the scaling is as bad as Android, when in fact its worse on Android because of the points I made.

I understand that the iPad3 would either have to do 1/4 pixels (ipad2 res) or native. Scaling by doubling is cleaner than the arbitrary scaling that Android does.

Not really. I'm not rubbing one out about how great it is. That may come off as criticism to some, but it is just pointing out reality.

Its the fastest GPU on a tablet and Anand referred to its performance as generational. Its resolution will be tough on the GPU, but if it didn't have the resolution, you'd be arguing that the GPU is overkill and that its useless.
 

smartpatrol

Senior member
Mar 8, 2006
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That is the choice that Apple made. If mobile gaming is very important to you, then it wasn't a good choice. There are trade offs with almost anything.

It isn't really though. Such is the downside of the form factor we are discussing. Ask any Android user who plays games, if the game doesn't run at the native resolution it simply looks terrible- this is a problem that Apple has avoided, until now.

It absolutely IS the developer's choice how to use the new capabilities of the new hardware. They may:
- Take a game designed for the iPad 1, add new effects and run it at native 2048x1536 resolution
- Take a game designed for iPad 2, run it at 1024x768 but add AA, higher-res textures, or other graphical effects
- worst case scenario do nothing to take advantage of the new hardware, in which case it'll look exactly as good as it did on iPad 2 thanks to 2x scaling.

No, it will not "look horrible" or blocky, it'll look just as good as if it were running on a 1024x768 screen. The reason Android games look like ass at non-native resolutions is because they're being scaled by some non-integer factor, and often stretched to a different aspect ratio on top of it.

I honestly don't know what you're trying to argue. Do you think it would have been better to go with quad-core graphics but not the higher res screen?
 

BenSkywalker

Diamond Member
Oct 9, 1999
9,140
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The A5 was pretty quick in the real world, so I don't know how much more you want.

It has nothing to do with what I want. In GLBench it decimated the competition, in the real world, not so much. GLBench is a PowerVR press bench, nothing more.

You're trying to say the scaling is as bad as Android,

Quote me saying that, my posts are unedited. You do understand I am not under the influence of RDF at all, right? My imagination as to what people say has nothing to do with this conversation

I understand that the iPad3 would either have to do 1/4 pixels (ipad2 res) or native. Scaling by doubling is cleaner than the arbitrary scaling that Android does.

The scaling isn't aribitrary, it is based on the useage. Any scaling is bad, although 1/4 is certainly the least offensive viable option.

Its resolution will be tough on the GPU, but if it didn't have the resolution, you'd be arguing that the GPU is overkill and that its useless.

Another delusional RDF comment. Find me saying a GPU is overkill. I have a thirteen year post history on these forums, go ahead and check for it

No, it will not "look horrible" or blocky

Take whatever monitor you are sitting in front of and run it at 1/4 resolution. If you don't think it looks blocky, then you don't need the higher resolution it offers. It truly is that simple. Any use, any display, the test is simple.

I honestly don't know what you're trying to argue.

I'm not arguing anything, some die hard Apple loyalists are trying to argue against reality. Doubling a GPUs power is not enough to compensate for quadrupling the resolution. Most thinking people would just admit the obvious, but when dealing with Apple's cult there are clearly different sets of rules.

Do you think it would have been better to go with quad-core graphics but not the higher res screen?

I'm not a fan of high res low tech LCD screens. I think it would have been much better for them to move over to a higher quality display type and leave LCDs altogether. Alas, we still only have Samsung offering a high quality display on a tablet, but I'm not a big fan of the packaging of that device at all. In end effect, it wasn't an ideal solution to quadruple the pixel demand and try to deal with that by only doubling the pixel rate. That is very simple math, and something any reasonable person should be able to see.
 

Mopetar

Diamond Member
Jan 31, 2011
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In end effect, it wasn't an ideal solution to quadruple the pixel demand and try to deal with that by only doubling the pixel rate. That is very simple math, and something any reasonable person should be able to see.

What you say may be true, but I doubt Apple would release something with subpar performance. Most of what's been posted here is speculation, one way or another, and Apple has a good track record in regards to the performance and experience that can be expected from their products.
 

Steelbom

Senior member
Sep 1, 2009
438
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Depends on the game but fillrate increases by a factor of four when the resolution does(poly count doesn't increase at all, shader complexity does but it isn't as simple to calculate how much, greatly depends on the shader, how much of the screen it covers etc).
I see. That's why I suspect it may handle the higher resolution well, because the SGX543 has a great fill rate. The MP2 does 800 MTexels/s in Anandtech's iPad 2 review, in a "Fill Rate - Texture Fetch" test. That's over four times what the SGX535 in the iPad 1 scored.

What other aspects of a game increase fill rate, if you don't mind me asking?
Unlikely, PowerVR's type of architecture is the least bandwidth intensive of all the mobile offerings.
Mmm, I see. I've seen Anandtech note that memory bandwidth will cap performance at roughly two times in real world scenarios because it was only a two fold increase in memory speed from LPDDR to LPDDR2.
Not likely. Anything that is built for the iPad2 will be using the SGX543MP2 to as close to its full potential as they could under development constraints. The same limitations are going to be there on the new iPad(development constraints), but the problem will be taking advantage of the new iPad's resolution is going to fragment the market. There isn't any way around this, it's how progress works.
Mmm, I see.
Using differing resolution for render targets is going to look somewhere between bad and absolutely terrible. Using a lower resolution to render the game at is the most likely solution, but this removes the new iPad's biggest strength from a marketing perspective. Running games at non native resolution on a LCD screen looks very poor, this can be somewhat avoided if the resolution is dropped by 75% as you don't get the blurring artifacts from scaling due to have a direct 4:1 pixel mapping for the lower resolution. Downside to that is it puts you exactly where the previous generation was. If the higher resolution is supposed to be the next big thing, then they should have shipped a GPU that gave them a comparable increase in performance.
Ah okay, that doesn't sound like an option then.

Regardless of what they render the game at it'll look better though, won't it? At 1024x768 they'll have twice the amount of power to play with, and any resolution up to 2048x1536 will still look better than on the iPad 2 because of the pixel density right?
 

runawayprisoner

Platinum Member
Apr 2, 2008
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Well, 1GB RAM officially confirmed. Looks like loading up all those tabs in Safari won't be an issue anymore.

As far as GLBenchmark goes, some of the specs look off (screen resolution for instance).

And the benchmark seems insane. If it's true, they're saying the Apple A5X outperforms the A5 multiple times when it comes to rendering triangle. The A5X shows a whopping 92MTriangles/s vs A5's 19MTriangles/s. That's over 4x the performance with just a 2x increase in core count!

Something seems very off here.
 
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