Gaming Conclusion

In situations where a game is available in both the iOS app store as well as NVIDIA's Tegra Zone, NVIDIA generally delivers a comparable gaming experience to what you get on the iPad. In some cases you even get improved visual quality as well. The iPad's GPU performance advantage just isn't evident in those cases—likely because the bulk of iOS devices out there still use far weaker GPUs. That's effectively a software answer to a hardware challenge, but it's true.

NVIDIA isn't completely vindicated however. In Apple's corner you have Infinity Blade 2 and the upcoming Infinity Blade Dungeons, both of which appear to offer a significant visual advantage over the best of the best that's available on Android today. There are obvious business complexities that are the cause of this today, but if you want to play those games you need to buy an iPad.

The final point is this: Tegra 3 can deliver a good gaming experience on Android, we've already demonstrated that. But as a GPU company NVIDIA should know that it isn't about delivering the minimum acceptable experience, but rather pushing the industry forward. Just last week NVIDIA launched a $500 GPU that is overkill for the vast majority of users. But NVIDIA built the GeForce GTX 680 to move the industry forward, and it's a shame that it hasn't done so in the mobile SoC space thus far.

Controller Support: An Android Advantage

With Honeycomb and subsequent versions of Android, Google baked in wired and wireless controller support into the OS. NVIDIA worked with game developers to ensure proper support for these controllers made it into their games and as a result there are a number of titles available through Tegra Zone that offer support for external gamepads. Logitech's Wireless Gamepad F710 comes with a USB nano receiver that can be plugged into the Transformer Prime's dock. It's using this controller that I played Shadowgun, GTA 3 and Riptide. Out of the three, the ability to use a gamepad made GTA 3 much more enjoyable (and it made me much better at the game as well).

Although many casual Android/iOS games do just fine with touch, some are certainly better suited for some sort of a controller. While controller support in Android in its infancy at best, it's more than iOS currently offers. I know of an internal Apple project to bring a physical controller to market, but whether or not it will ever see the light of day remains to be seen. As smartphones and tablets come close to equalling the performance of current game consoles, I feel like the controller problem must be addressed.

There's also the chance that physical controls will lose out entirely with these devices. A friend of mine in the game industry once said that we are too quick to forget how superior input devices don't always win. The keyboard + mouse is a much more precise setup for a first person shooter, but much FPS development these days is targeted at gamepads instead. The same could eventually be true for touch based devices, but it's too early to tell. Until then I'm hoping we see continued controller support in Android and hopefully that'll put some pressure on Apple to do the same. It is an important consideration for the future of gaming on these platforms.

A5X vs. Tegra 3 in the Real World WiFi, GPS & AirPlay
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  • sjael - Wednesday, March 28, 2012 - link

    On the 'A5X vs Tegra 3 In the Real World' page, you mention Modern Warfare 3 as a iOS+Android game.

    I think, since I haven't seen this game ported to phones/tablets, you *might* be thinking Modern Combat 3.

    And then of course you show the market page for it further down..
    Reply
  • Anand Lal Shimpi - Wednesday, March 28, 2012 - link

    Correct - thanks for the heads up!

    Take care,
    Anand
    Reply
  • Celestion - Wednesday, March 28, 2012 - link

    Looks like the 3rd gen iPad was CPU limited in that first GlBenchmark test. Reply
  • Anand Lal Shimpi - Wednesday, March 28, 2012 - link

    That would be vsync :)

    Take care,
    Anand
    Reply
  • Celestion - Saturday, March 31, 2012 - link

    I see. Thanks! Reply
  • Kevin G - Wednesday, March 28, 2012 - link

    Memory bandwidth tests just seem to be off for what you'd expect a quad channel 128 bit wide memory bus to perform as. Performance didn't move from the dual channel 64 bit wide bus in the iPad 2. Could there be a software bug (Geekbench or iOS) limiting performance there? It'd be nice to revisit the memory tests after the next major revision of iOS and in conjunction with a later release of Geek Bench.

    Any chance of getting the exact resolution that Infinity Blade 2 runs on the rev 3 iPad? I'm assuming it'd be either 1536 x 1152 or 1368 x 1024 for quick scaling purposes.
    Reply
  • slashbinslashbash - Wednesday, March 28, 2012 - link

    They addressed this in the article.

    "It would appear that only the GPU has access to all four channels." - Page 12

    The GPU is hooked up to the RAM controllers. The CPU communicates to the RAM through the GPU. The GPU gets all 4 channels, the CPU only gets 2. The benchmark measures CPU-RAM bandwidth, not GPU-RAM bandwidth.

    It's actually kind of interesting, as it's an inversion of the typical architecture that we're all used to from PCs. But it makes sense, since the new iPad is basically a very nice screen with a smartphone CPU attached. The very nice screen requires a very nice GPU to drive it, so the GPU is more important (and would be memory starved with only 64 bits). The CPU just has to be "good enough" while any shortcomings in the GPU would be magnified at this resolution.
    Reply
  • tipoo - Wednesday, March 28, 2012 - link

    Which way is the PS Vita configured? That has the same quad core GPU and a quad core CPU as well. Reply
  • tipoo - Wednesday, March 28, 2012 - link

    Huh, the Vita actually has 128mb dedicated video memory, can't find the bandwidth though. Reply
  • pickica - Monday, April 02, 2012 - link

    We should also consider a possible higher clock on Vita. Reply

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