A5X vs. Tegra 3 in the Real World

Even with the inclusion of GLBenchmark data, we're still arguing over theoretical advantages. Any 3D game developed for Android or iOS is going to target 30 or 60 fps and try its best to stay there. Similar to a console, on an Android or iOS tablet there's no disabling vsync and there's (almost) no tinkering with image quality settings to impact performance. The trick on Android is really ensuring that experience across all available SoCs, but if we cull the list down to the best of the best—chances are you'll have a good experience on both sides of the fence.

NVIDIA's Tegra 3 is at the heart of our current favorite in the Android tablet space: ASUS' Transformer Prime. There also happen to be some games that are available on both Android and iOS. Take Modern Combat 3, available on both iOS and Android—do we see the same ~2x performance advantage from Egypt in this title compared to ASUS' TF Prime?

NVIDIA makes two counter arguments against Apple's claim that the A5X delivers superior gaming performance. The first is that despite any theoretical performance advantages the A5X may hold, they don't manifest in games today. The second NVIDIA argument is that via Tegra Zone, Android titles can look better than their iOS counterpart. Both of these are potentially valid claims, but let's test them.

Shadowgun is an NVIDIA favorite. It's a first person shooter that's available via NVIDIA's Tegra Zone app. The Tegra specific version offers support for gamepads and stereoscopic 3D with enhanced graphics specifically for Tegra 2 and Tegra 3. It works for our little experiment here because it's also available on iOS.

Shadowgun also ends up being a great example of what the Android/iOS divide looks like for many Tegra Zone games. This particular title appears to still render at 1024 x 768 on the new iPad, we simply get an upscaled image rather than a higher resolution. In turn it means we get more aliasing and a less sharp image compared to what we get on ASUS' Transformer Prime, where the game runs at 1280 x 800.


Shadowgun—iPad (3rd gen)


Shadowgun—Transformer Prime

Apple's A5X delivers an extremely smooth frame rate in Shadowgun. Although there's no built in timedemo, frame counter or benchmark functionality, the game runs subjectively smoother on iOS compared to on the TF Prime running Ice Cream Sandwich. Although the frame rate is higher on the iPad, I wouldn't consider it unacceptably low on the TF Prime—both are definitely playable.

Where the Tegra Zone version of the game has an advantage is in its visuals. The NVIDIA enhanced version uses higher resolution textures and features what appears to be CPU accelerated cloth physics in objects that simply don't exist in the iOS version. Some scenes also include other additional details (e.g. water on the floor) that aren't present in the iOS version. None of these additions fundamentally change the gameplay at all, but they do make for a better looking game.

Is it physically possible to have the same experience on iOS? Quite possibly. What we're seeing here is a mobile representation of what NVIDIA has done in the PC industry for years. By lending its support to smaller Android developers, their games are made prettier on NVIDIA hardware, and in turn NVIDIA helps promote those games via Tegra Zone and other channels. Obviously Apple could do the same, but thus far it hasn't needed to. Apple instead prefers giving its partners what someone very smart once referred to as most favored nation status. As a MFN, these game developers get additional exposure in the app store and elsewhere in Apple's promotions. It's very similar to what NVIDIA is doing, except on a much larger scale and without the iOS specific visual enhancements.

The comparison becomes even more complicated when you take into account the iPad's Retina Display looks better than the panel on the TF Prime. It's not really the higher resolution but rather the improved color reproduction on the iPad.

Riptide GP is another example of a Tegra Zone title available on both iOS and Android, although here the Tegra optimizations are less impressive while the Retina Display's advantages are more pronounced. There's no perceivable difference in frame rate here either, making it a much closer call:


Riptide, iPad (3rd gen)


Riptide, Transformer Prime

Grand Theft Auto 3 was recently ported to both Android and iOS, and with this title we find ourselves in a unique position: the Android version offers customizable visual quality. The iPad version of the title renders at 1024 x 768 regardless of hardware generation and performance is understandably smooth. Visual quality is configurable, only on the Android version, with draw distance, screen resolution and effects quality vectors:

These sliders/options have different defaults depending on what SoC they are running on. The Transformer Prime is capable of running GTA3 at the highest quality settings with a tangible but livable drop in frame rate. The end result is a significantly better looking game on Android, although to be honest it's something that you really only notice if you are doing a side by side comparison. If all you have is an iPad or TF Prime, you'd likely just grow used to whatever platform you had.


GTA 3, iPad (3rd gen)


GTA 3, TF Prime (max quality)

The TF Prime experience doesn't map as well to other tablets unfortunately. While playing GTA 3 on a Xyboard 10.1 (OMAP 4430) even at its default settings of 50% draw distance, 60% resolution and low effects quality, there's unusual stuttering during gameplay. The frame rate is otherwise smooth, but the periods of stutter significantly impact the overall experience.

Unfortunately the Android vs. iOS gaming comparison isn't always this easy. While some apps won't run on older Apple hardware, there are only three generations of iPad to worry about. Furthermore, within a single generation there aren't multiple performance levels to worry about as Apple only offers a single SoC. By comparison, there's a far larger selection of Android devices. Simply having the latest and greatest hardware isn't a guarantee that you'll be able to play every game in the Google Play store. Take Modern Combat 3 for example. Modern Combat 3 is a Call of Duty clone available on both iOS and Android. The game won't install on an ASUS Transformer Prime or a Motorola Xyboard 10.1:

The Play store keeps track of all of the devices I've used with my Google account and the compatibility list doesn't look good. Obviously this isn't Google's fault directly as the responsibility falls upon the game developer to ensure broad platform compatibility, but it is a problem for anyone who purchases a flagship Android device like the Transformer Prime. Either Google has to enforce compatibility across all of its devices or it needs to at least force developers to support a single, flagship platform. Perhaps one reason I'm seeing this today is because there is no Nexus tablet yet. If that's the route Google is going to count on, the first iteration of any major platform needs to be a Nexus device. In other words, the Transformer Prime should have been a Nexus to begin with.

GPU Performance Gaming Conclusion & Controller Support: An Android Advantage
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  • Steelbom - Thursday, March 29, 2012 - link

    I'm curious why we didn't see any graphics benchmarks from the UDK like with the iPhone 4S review?
  • Craig234 - Thursday, March 29, 2012 - link

    Wow, this is good to buy... 'if you are in desperate need for a tablet'?

    That's a pretty weak recommendation, I expected a much stronger endorsement based on the review.
  • Chaki Shante - Friday, March 30, 2012 - link

    Great, thorough review, thanks Anand et al.

    Given the sheer size of the SoC (like 4x larger then Tegra2 or OMAP4430, and 2x Tegra3), you'd bet Apple has the fastest current SoC, at least GPU-wise.

    This SoC is just huge and Apple's margin is certainly lowered. Is this sustainable on the long run ?

    I wonder if any other silicon manufacturer could make same size devices (not technologically but from a price perspective) and expect to sell them.
  • dagamer34 - Friday, March 30, 2012 - link

    No one else needs to crank out so many chips that are the same. Also, other companies will be waiting long enough to use 28nm, so there's little chance they'll be hitting the same size as the A5X on 45nm.
  • Aenean144 - Friday, March 30, 2012 - link

    Since Apple is both the chip designer/licensee and hardware vendor, it saves them the cost of paying a middleman. Ie, Nvidia has to make a profit on a Tegra sale, Apple does not, and can afford a more expensive chip from the fab compared to the business component chain from Asus to Nvidia to GF/TSMC and other IP licensees.

    I bet there is at least 50% margin somewhere in the transaction chain from Asus to Nvidia to GF/TSMC. Apple may also have a sweetheart IP deal from both ARMH and IMGTEC that competitors may not have.
  • shompa - Friday, March 30, 2012 - link

    @Aenean144

    Tegra2 cost 25 dollars for OEMs and 15 dollars to manufacture. A5 cost Apple 25 dollars to manufacture. By designing its own SoC Apple got 30% larger SoC at the same price as Android OEMs.

    Tegra3 is huge. That is a problem for Nvidia. It costs at least 50% more to manufacture. Nvidia is rumored to charge 50 dollar for the SoC.

    A5X is 50%+ larger then Tegra3. Depending of yields it cost Apple 35-50 dollar per SoC.

    The integrated model gives Apple cheaper SoCs, but also custom designed for their needs. Apple have a long history of Accelerating stuff in its OS. Back in 2002 it was AltiVec. Encoding a DVD on a 667mhz powerbook took 90 minutes. The fastest X86 AMD 1.5ghz it took 15 hours. (and it was almost impossible to have XP not bluescreen for 15 hours under full load). Since 2002 Apple accelerate OSX with Quarz Extreme. Both these techniques are now used in iOS with SIMD acceleration and GPU acceleration. Its much more elegant then the brute force X86 approach. Integrated makes it possible to use slower, cheaper and more efficient designs.
  • shompa - Friday, March 30, 2012 - link

    The A5X SoC is a disaster. Its a desperation SoC that had to be implemented when TSMC 28nm process slipped almost 2 years. That is the reason why Apple did not tape out a 32nm A5X on Samsung. PA Semi had to crank out a new tapeout fast with existing assets. So they took the A5 and added 2 more graphics core.

    The real A6 SoC is probably ready since long back, but TSMC cant deliver enough wafers. The rumored tapeout for A6 was mid 2011. Apple got test wafers from TSMC in june and another batch of test wafers in october. Still at this point Apple believed they would use TSMC for Ipad3.

    ARM is about small, cheap and low power SoCs. That is the future of computing. The A5X is larger then many X86 chips. Technically Intel manufactures many of its CPUs cheaper then Apple manufactures the A5X SoC. That is insane.
  • stimudent - Friday, March 30, 2012 - link

    Products reviews are fun to look at, but where there's a bright side, there is always a dark side. Maybe product scoring should also reflect how a manufacturer treats its employees.
  • name99 - Friday, March 30, 2012 - link

    You mean offers them a better wage than they could find in the rest of China, and living conditions substantially superior to anywhere else they could work?
    Yes, by all means let's use that scoring.

    Or perhaps you'd like to continue to live your Mike Daisey dystopia because god-forbid that the world doesn't conform to your expectations?
  • Craig234 - Friday, March 30, 2012 - link

    I'm all for including 'how a company treats its employees' and other social issues; but I'd list them separately, not put them in a product rating.

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