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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  • seanleeforever - Thursday, March 29, 2012 - link

    Correction: YOU won't buy it doesn't mean the rest of us won't buy it.

    PS3/XBOX came out in 2005, or about 7 years now. i have no issues buying the latest game and still play.

    what phone or pad did you have 7 years ago? oh, you have nothing... heck, the phones/pads you bought 3 years ago probably wont' be able to run today's game.
  • tipoo - Wednesday, March 28, 2012 - link

    Tegra Zone enhancements, the article mentions that.
  • PeteH - Wednesday, March 28, 2012 - link

    What mechanism is being used to upscale legacy (1024x768) apps? Pixel doubling? Bi-cubic? Bi-linear? Something else?
  • Guspaz - Wednesday, March 28, 2012 - link

    At the most basic level, pixel doubling. However, text that is rendered through iOS gets a free resolution boost so long as the app was compiled with the latest version of xcode. It's pretty common on the iPad 3 to see apps where the interface elements are low-res, but all the text is high-res. And in apps that are predominantly text (like an SSH client, for example), that's all that really matters. Who cares if the triangle picture on a button isn't high res?

    For stuff like games, that stuff is just pixel doubled.
  • PeteH - Wednesday, March 28, 2012 - link

    I'm not saying you're wrong, but how do you know games (for example) utilize pixel doubling?
  • Guspaz - Wednesday, March 28, 2012 - link

    I know because I can look at a game that doesn't support the new screen (such as Plants vs Zombies HD) on my iPad 3 and see that it's using pixel doubling? It does the same for iPhone apps when you use the 2x zoom option. One thing I have not tried is an old 320x480 iPhone app. I'm curious, since that would require 4x zoom.

    Newer games may choose to render at a lower resolution and then upscale using some sort of filter (perhaps even on the GPU), but at that point they are specifically targeting the new display. An older game that is completely oblivious to the newer display is scaled by the OS using pixel doubling without any interaction from the game.
  • Steelbom - Thursday, March 29, 2012 - link

    Actually, when using iPhone apps, the iPad uses the 640x960 version rather than the 320x480 version, if available.
  • mosu - Wednesday, March 28, 2012 - link

    A person in his 50's doesn't care about 300dpi res because he only sees 200dpi, so retina display is just for kids? I really don't get why Apple did not use a standard res panel like 1920x 1200 if they wanted a greater quality image.It means they're stuck with a single form factor?
  • PeteH - Wednesday, March 28, 2012 - link

    It's much easier to stick with a single aspect ratio, especially for the developers. Your app looks the same on every device (albeit sharper on higher DPI displays), no need to tweak things for multiple aspect ratios.
  • Sabresiberian - Thursday, March 29, 2012 - link

    Umm, where do you get this idea?

    Generalized statements about vision limitations in humans are usually taken out of context, at best.

    ;)

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