The Impact of Larger Memory

Apple doubled memory capacity on the new iPad to 1GB, marking the first time in recent history that Apple's flagship product offers a similar amount of memory to the current crop of high-end Android devices. Apple's iOS can do a relatively good job with limited system memory as it will conservatively unload applications from memory in the event that it needs to free up more space. iOS does not support paging to flash, making DRAM size a hard limit for developers looking to really push the platform.

Apple has always been conservative on DRAM sizing because it's a great way of reducing the BOM (Bill of Materials) cost. If Apple can make up for having less DRAM by being more aggressive in software (read: kicking apps out of memory), it's a tradeoff that makes sense. It's really Apple's foray into gaming that has added pressure to increase memory sizes.

With the move to the Retina Display, the amount of memory needed to store a single frame increases by 4x—from 3MB to 12MB. Assuming two buffered frames you're looking at 24MB of RAM just to smoothly display what you're seeing on the screen.

The bigger problem isn't the frame buffer, but rather all of the other data you need (e.g. level data, textures, etc...). The higher the screen resolution, the more important it is to have higher quality assets in your game. Texture compression can go a long way, but at some point there's simply more data to deal with as game complexity increases. It's not just about the increase in resolution either. As GPU horsepower increases, so will the complexity of what game developers try to build.

While the frame buffer size increased thanks to the Retina Display, total system memory increased by a much larger amount. With 1GB of memory, game developers are now less constrained.

A more immediate benefit is apps and web pages will remain resident in memory longer as you open open up and switch to other apps. For example, on the iPad 2 if I open four tabs in Safari (AT, Engadget, Reddit, and Tech Report), open iPhoto, run Infinity Blade 2 and GTA 3, switching between the latter two will always require a full game reload (as in you see the intro and everything before you pick up where you left off). On the new iPad, with the same setup, I can switch between Infinity Blade 2 and GTA 3 and automatically resume where I last left off thanks to the extra DRAM. You can still create a scenario where even 1GB isn't enough, it's just that the limit is now higher than it was on the iPad 2.

A Word on Packaging & Looking Forward GPU Performance
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  • zanon - Wednesday, March 28, 2012 - link

    In the article:
    Alternatively, we're used to a higher resolution enabling us to see more on a screen at one time. In the case of the new iPad, the higher resolution just makes things look sharper.

    The higher resolution does make smaller fonts readable. For something like an SSH session, that really will mean significantly more stuff can be on a screen at once.
    Reply
  • MobiusStrip - Thursday, March 29, 2012 - link

    A more useful change would be abandoning the ridiculous glossy screens. It's sad that Apple takes its cues from the plastic schlock being peddled at Best Buy, and participates in this fraud of shoving glossy screens down customers' throats. Reply
  • repoman27 - Thursday, March 29, 2012 - link

    The plastic schlock at Best Buy has a glossy plastic film applied to a cheap TN panel. Apple puts a piece of glass in front of their much more expensive IPS panels to protect them. The only way to make that glass (or the glass of the LCD panel itself) matte would be to apply an antiglare plastic film coating to the glass. These films have drawbacks (they block and scatter light making small details and text blurry.) The drawbacks become more exaggerated the farther the front surface of the glass is from the plane of the actual LCD.

    But you're right, it's probably Apple copying the design language of sub $500 laptops in order to somehow defraud the general public and force their customers to buy the products they actually produce.

    And seeing as how this discussion is about the new iPad screen, I'd like to point out that you're complaining about the lack of an antiglare coating on a touchscreen device... Strong work.
    Reply
  • Sabresiberian - Thursday, March 29, 2012 - link

    How is it fraud? Apple isn't, like, saying their screens are anti-reflective and then giving you totally reflective glossy screens.

    Many people prefer a glossy screen and simply aren't bothered by background reflections.

    ;)
    Reply
  • Henk Poley - Monday, April 02, 2012 - link

    Yes, Apple really should use Schott Conturan/Amiran/Mirogard antireflective technology.

    btw, not-glossy does not mean matte. Air is not matte either. Glass can be see-through too ;)
    Reply
  • Watwatwat - Monday, April 02, 2012 - link

    Nope, steve gibson has tested even using screen protectors on the new ipad vs not, it seems to affect the resolution at that level, matte might not be a good idea at all for high density display. Reply
  • KoolAidMan1 - Thursday, March 29, 2012 - link

    I wasn't initially blown away, but then after a day of using it every other display seemed bad in comparison. It is one of those things you didn't realize was needed until using it, now I want very high DPI in all of my monitors. Reply
  • menting - Wednesday, March 28, 2012 - link

    Is it just me, or do Shadowgun and GTA screenshots look more detailed in Transformer Prime than in the iPad? Reply
  • menting - Wednesday, March 28, 2012 - link

    nm..i just noticed that it's scaled up in new ipad, so it's definitely not as sharp.
    However, how can fps be fairly compared in this case then?
    Reply
  • TheJian - Wednesday, March 28, 2012 - link

    Basically because of the way Nvidia and Apple approach games so far, you can expect games on Tegra3 to just look better as they seem to aim for more graphics and fewer games (they spend money on fewer projects that produce better results), as opposed to apple who spreads the wealth but just ends up with more cannon fodder if you ask me :) You should get more variety on Apple I'd guess, but a better experience with fewer choices on Tegra3/Android. I like QUALITY over QUANTITY personally and hope Apple leans the way of Nvidia in the future. I would rather have 10 games that I'd play for weeks or months (if I'm playing on my hdtv through one of these I want better water, buildings etc) rather than games I fire up for less than 20 minutes as their just another angry birds variant and arguably useless on your TV.

    I want these devices to KILL the consoles next year and make MS/Nintendo etc give it up in 2015 or whenever the next revs should come. I hope they just realize we won't buy them anymore. DirectX11 on my phone/tablet and probably standard 25x14 resolutions by then (won't all be retina by 2015?) make a console purchase STUPID. This could be the merging of console/pc we need since phones/tablets rev yearly like pc's instead of 10yr console's stuck in stone stagnating gaming. Your phone as a portable console with xbox/ps3/pc gamepad support would be excellent. Pump it out to a monitor and keyboard/mouse setup and you have a notebook replacement too...LOL Now if they'd just put in a few extra cores by then that will disable if on their own screen but turn on when on a larger display like TV/Monitor and we have exactly what we want in both cases :)

    Pipe dreams? Retina is here now, and gamepads sort of. Next stop cores that only turn on depending on display output :) Awesome battery on the road, and great power in the dock at home pushing your 27in monitor. :) The 28nm versions by xmas of everyone's chips should come close to console power or surpass them. Interesting times.
    Reply

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