Earlier this morning we published our first impressions on Apple's iPad 2, including analysis on camera quality and a dive into the architecture behind Apple's A5 SoC. Our SoC investigation mostly focused on CPU performance, which we found to be a healthy 50% faster than the A4 in the original iPad - at least in web browsing. We were able to exceed Apple's claim of up to 2x performance increase in some synthetic tests, but even a 50% increase in javascript and web page loading performance isn't anything to be upset about. We briefly touched on the GPU: Imagination Technologies' PowerVR SGX 543MP2. Here Apple is promising up to a 9x increase in performance, but it's something we wanted to investigate.

Architecturally the 543MP2 has more than twice the compute horsepower of the SGX 535 used in Apple's A4. Each shader pipeline can execute twice the number of instructions per clock as the SGX 535, and then there are four times as many pipes in an SGX 543MP2 as there are in a 535. There are also efficiency improvements as well. Hidden surface removal works at twice the rate in the 543MP2 as it did in the 535. There's also a big boost in texture filtering performance as you'll see below.

As always we turn to GLBenchmark 2.0, a benchmark crafted by a bunch of developers who either have or had experience doing development work for some of the big dev houses in the industry. We'll start with some of the synthetics.

Over the course of PC gaming evolution we noticed a significant increase in geometry complexity. We'll likely see a similar evolution with games in the ultra mobile space, and as a result this next round of ultra mobile GPUs will seriously ramp up geometry performance.

Here we look at two different geometry tests amounting to the (almost) best and worst case triangle throughput measured by GLBenchmark 2.0. First we have the best case scenario - a textured triangle:

Geometry Throughput - Textured Triangle Test

The original iPad could manage 8.7 million triangles per second in this test. The iPad 2? 29 million. An increase of over 3x. Developers with existing titles on the iPad could conceivably triple geometry complexity with no impact on performance on the iPad 2.

Now for the more complex case - a fragment lit triangle test:

Geometry Throughput - Fragment Lit Triangle Test

The performance gap widens. While the PowerVR SGX 535 in the A4 could barely break 4 million triangles per second in this test, the PowerVR SGX 543MP2 in the A5 manages just under 20 million. There's just no competition here.

I mentioned an improvement in texturing performance earlier. The GLBenchmark texture fetch test puts numbers to that statement:

Fill Rate - Texture Fetch

We're talking about nearly a 5x increase in texture fetch performance. This has to be due to more than an increase in the amount of texturing hardware. An improvement in throughput? Increase in memory bandwidth? It's tough to say without knowing more at this point.

Apple iPad vs. iPad 2
  Apple iPad (PowerVR SGX 535) Apple iPad 2 (PowerVR SGX 543MP2)
Array test - uniform array access
3412.4 kVertex/s
3864.0 kVertex/s
Branching test - balanced
2002.2 kShaders/s
11412.4 kShaders/s
Branching test - fragment weighted
5784.3 kFragments/s
22402.6kFragments/s
Branching test - vertex weighted
3905.9 kVertex/s
3870.6 kVertex/s
Common test - balanced
1025.3 kShaders/s
4092.5 kShaders/s
Common test - fragment weighted
1603.7 kFragments/s
3708.2 kFragments/s
Common test - vertex weighted
1516.6 kVertex/s
3714.0 kVertex/s
Geometric test - balanced
1276.2 kShaders/s
6238.4 kShaders/s
Geometric test - fragment weighted
2000.6 kFragments/s
6382.0 kFragments/s
Geometric test - vertex weighted
1921.5 kVertex/s
3780.9 kVertex/s
Exponential test - balanced
2013.2 kShaders/s
11758.0 kShaders/s
Exponential test - fragment weighted
3632.3 kFragments/s
11151.8 kFragments/s
Exponential test - vertex weighted
3118.1 kVertex/s
3634.1 kVertex/s
Fill test - texture fetch
179116.2 kTexels/s
890077.6 kTexels/s
For loop test - balanced
1295.1 kShaders/s
3719.1 kShaders/s
For loop test - fragment weighted
1777.3 kFragments/s
6182.8 kFragments/s
For loop test - vertex weighted
1418.3 kVertex/s
3813.5 kVertex/s
Triangle test - textured
8691.5 kTriangles/s
29019.9 kTriangles/s
Triangle test - textured, fragment lit
4084.9 kTriangles/s
19695.8 kTriangles/s
Triangle test - textured, vertex lit
6912.4 kTriangles/s
20907.1 kTriangles/s
Triangle test - white
9621.7 kTriangles/s
29771.1 kTriangles/s
Trigonometric test - balanced
1292.6 kShaders/s
3249.9 kShaders/s
Trigonometric test - fragment weighted
1103.9 kFragments/s
3502.5 kFragments/s
Trigonometric test - vertex weighted
1018.8 kVertex/s
3091.7 kVertex/s
Swapbuffer Speed
600
599

Enough with the synthetics - how much of an improvement does all of this yield in the actual GLBenchmark 2.0 game tests? Oh it's big.

GLBenchmark 2.0 Egypt & PRO Performance
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  • bplewis24 - Tuesday, March 15, 2011 - link

    No joke. This is pulled straight from Anand's review:

    "Simply put: the Xoom puts the iPad to shame. Particularly over WiFi the web browsing experience is just awesome. It’s like using a netbook, which in this case isn’t meant as a knock but rather a compliment.

    It’s not all about performance though, functionally the Honeycomb Browser is a huge improvement over anything else out there: it supports tabbed browsing. I can’t stress how much better this makes browsing on a tablet. "

    "Honeycomb feels a lot like Google’s take on iOS without sacrificing any of what makes Android unique. It’s a healthy combination of the appliance-like iOS without giving up any of the user facing customization & flexibility that Android users love."

    "I’m impressed with what Google has done with the UI. It’s a definite modernization of what Android is all about. There are elements of the Android UI we’re used to within Honeycomb but they aren’t all that prevalent at the surface. This looks and feels like a brand new OS for Google."

    "Am I more likely to use the Xoom than the iPad? Yes. The hardware is faster but more importantly, the software is better suited for multitasking. I’m a bigger fan of Honeycomb’s multitasking UI & notification system compared to the double-tap-home and passive notifications you get with the iPad and iOS. I can be more productive with the Xoom than I can be with the iPad as a result. I don’t believe Honeycomb’s UI is perfect by any means, it’s just more multitasking oriented than iOS is at this point."

    Nice try, though.
  • Aikouka - Saturday, March 12, 2011 - link

    It looks like the only thing those screen shots are missing is anisotropic filtering as you can see how blurry the tiles get as the squeeze together. I wonder if the iPad 2 is capable of doing AA and AF together with decent numbers?
  • Mike1111 - Saturday, March 12, 2011 - link

    No Xoom FSAA numbers?
  • GnillGnoll - Sunday, March 13, 2011 - link

    Nvidia doesn't support multisampling on Tegra.
  • sarge78 - Saturday, March 12, 2011 - link

    Looks like you guys hit the cap GLBenchmark 2.0 pro (~55fps) Without it you'd see a similar result to Egypt.
  • sarge78 - Saturday, March 12, 2011 - link

    cap *in GLBenchmark...
    Excuse the bad English, it's been a long night ;)

    Roll on NGP!
  • GnillGnoll - Sunday, March 13, 2011 - link

    The cap is not in GLBenchmark, iOS is limited to 60 fps (Android devices usually have similar limits, but it's device specific).

    While the total result which represents an average is lower, it's quite likely parts of the test run are hitting this limit.
  • y2kBug - Saturday, March 12, 2011 - link

    I just wish I could run Honeycomb on it.
  • tipoo - Monday, March 14, 2011 - link

    Yeah, a dual boot would be awesome.
  • mrdeez - Saturday, March 12, 2011 - link

    Apple's ipad2 has a more mature OS, just like when the first Android phone came out. So, even though they are "late" to the party, I believe Honeycomb to have the most features and by summer as they update it, it will be even or surpass apple in these benchmarks.

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