The GPU: Apple's Gift to Game Developers

The GPU side of the A5 is really what's most exciting. As we mentioned in our iPad 2 GPU Performance analysis, the A5 includes a dual-core PowerVR SGX 543 - also known as the SGX 543MP2. In our earlier article we showed the SGX 543MP2 easily beating both an iPad 1 and the Tegra 2 based Motorola Xoom.

To understand why the SGX 543MP2 has such a performance advantage we need to first remember that NVIDIA's Tegra 2 is nearly a year late. NVIDIA's first competitive ultra mobile GPU was supposed to be shipping in products in the first half of 2010, instead it found itself shipping in 2011. While NVIDIA is good at designing GPUs, it's not good enough that it can release a product and maintain a two year performance advantage over the competition. Let's look at the architecture, shall we?

NVIDIA's Tegra 2 features a DirectX 9-class GPU. NVIDIA used to call it the GeForce ULP (Ultra Low Power) but now it's just GeForce. As a DX9 class GPU we're dealing with a conventional, non-unified shader architecture. While all OpenGL ES 2.0 GPUs can execute pixel and vertex shader instructions, the GeForce in Tegra 2 runs pixel and vertex shaders on separate groups of hardware.

NVIDIA calls each pixel and vertex shader ALU a core. The Tegra 2 has four pixel shader cores and four vertex shader cores. The four pixel shader ALUs make up a single Vec4 and the same goes for the four vertex shader ALUs. NVIDIA wouldn't elaborate on what limitations exist when dispatching operations to the cores. All pixel shader operations happen at 20-bits per component precision while all vertex shader operations happen at 32-bits per component.

Each core is capable of executing one multiply+add (MAD) operation per clock. Do the math and that works out to be a peak rate of 8 MADs per clock for the entire GPU. The maximum operating frequency for the Tegra 2 GeForce GPU is 300MHz, however device vendors may run the GPU at a lower frequency to save on power. At 300MHz this works out to be 4.8 GFLOPS (counting a MAD as two FLOPs).

Imagination Technologies' PowerVR SGX 543MP2 is fundamentally a bigger GPU than the GeForce in NVIDIA's Tegra 2. Let's go through the math.

The SGX 543 features four USSE2 pipes. This is a unified shader architecture so both vertex and pixel shader code runs on the same set of hardware. The benefit of this approach is you get better performance in peaky situations where you're running a lot of vertex or pixel shader code and not a balance that's perfectly tailored to your architecture. The Tegra 2 will only run at peak efficiency if it encounters a mix of 50% vertex and 50% pixel shader code. The PowerVR SGX series will never have any of its execution pipes idle regardless of the instruction mix.

Each USSE2 pipe has a 4-wide vector ALU capable of cranking out 4 MADs per clock. Two of these pipes is enough to equal the peak throughput of what NVIDIA built in Tegra 2, but the PowerVR SGX 543 has four of them. As for the MP2? Go ahead and double that number again. The SGX 543MP2 is simply two 543s placed next to one another.

All of this works out to be 16 MADs per clock for the SGX 543 and 32 MADs per clock for the SGX 543MP2. At 200MHz that's 12.8GFLOPS and at 250MHz we're talking about 16 GFLOPS.

Mobile SoC GPU Comparison
  PowerVR SGX 530 PowerVR SGX 535 PowerVR SGX 540 PowerVR SGX 543 PowerVR SGX 543MP2 GeForce ULP Kal-El GeForce
SIMD Name USSE USSE USSE USSE2 USSE2 Core Core
# of SIMDs 2 2 4 4 8 8 12
MADs per SIMD 2 2 2 4 4 1 ?
Total MADs 4 4 8 16 32 8 ?
GFLOPS @ 200MHz 1.6 GFLOPS 1.6 GFLOPS 3.2 GFLOPS 6.4 GFLOPS 12.8 GFLOPS 3.2 GFLOPS ?
GFLOPS @ 300MHz 2.4 GFLOPS 2.4 GFLOPS 4.8 GFLOPS 9.6 GFLOPS 19.2 GFLOPS 4.8 GFLOPS ?

At its lowest expected clock speed, the 543MP2 already has over twice the compute power of the Tegra 2's GPU at its highest operating frequency. Take into account the fact that the A5 likely has more memory bandwidth than Tegra 2 and the SGX 543MP2 is a tile based architecture with lower bandwidth requirements and the performance numbers we talked about last time shouldn't be all that surprising.

The real competition for the SGX 543MP2 will be NVIDIA's Kal-El. That part is expected to ship on time and will feature a boost in core count: from 8 to 12. The ratio of pixel to vertex shader cores is not known at this point but I'm guessing it won't be balanced anymore. NVIDIA is promising 3x the GPU performance out of Kal-El so I suspect that we'll see an increase in throughput per core.

GPU Performance

Taken from our iPad 2 GPU Performance Preview:

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

Without AA, the Egypt test runs at 5.4x the frame rate of the original iPad. It's even 3.7x the speed of the Tegra 2 in the Xoom running at 1280 x 800 (granted that's an iOS vs. Android comparison as well).

GLBenchmark 2.0 Egypt - FSAA

With AA enabled the iPad 2 advantage grows to 7x. In a game with the complexity of the Egypt test the original iPad wouldn't be remotely playable while the iPad 2 could run it smoothly.

The Pro test is a little more reasonable, showing a 3 - 4x increase in performance compared to the original iPad:

GLBenchmark 2.0 PRO

GLBenchmark 2.0 PRO - FSAA

While we weren't able to reach the 9x figure claimed by Apple (I'm not sure that you'll ever see 9x running real game code), a range of 3 - 7x in GLBenchmark 2.0 is more reasonable. In practice I'd expect something less than 5x but that's nothing to complain about.

The Right SoC at the Right Time: Apple's A5 Battery Life
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  • TareX - Sunday, March 20, 2011 - link

    Irrelevant, but is Anandtech gonna do an Atrix review?
  • name99 - Sunday, March 20, 2011 - link

    "The Digital AV adapter is a bit clunky and I believe the future of this is clearly in some form of wireless transmission, but for now it plugs directly into the dock connector. "

    You mean the wireless transmission that ALREADY EXISTS called AirPlay?

    Apple HAVE a solution to your hatred of wires. You seem to be upset that they don't have a solution that somehow magically transports video from iPad to your (HDMI and nothing else) TV using some non-existent wireless standard that isn't actually built into your TV.

    It's fine to be frustrated at some of the idiocies in tech, but it's truly silly to complain about this one. Apple provides this cable for one, and only one, group of users --- people who actually NEED that physical wire.
  • BlendMe - Sunday, March 20, 2011 - link

    AirPlay doesn't mirror tha iPads screen, it only allows you to stream content. For now. And for AirPlay you need an Apple TV or another AirPlay enabled device. The HDMI adapter allows you to hook it up to almost any recent TV, monitor or beamer.
  • ananduser - Sunday, March 20, 2011 - link

    In fact there is a standard already built in in most modern(emphasis on modern) TVs. It is called DLNA. Unfortunately Apple decided that coercing you into using their ecosystem ONLY is the way to go. Personally I find Apple's modus operandi of not giving 2 sh*ts about other 3rd party solutions one of the "idiocies in tech" as you well put it.
    Regardless, the iPad2(or 1) is a cool gadget(emphasis on gadget) nonetheless. Combined with leading parental controls as:no flash(as a porn enabler), no porn(appstore policy), no bloody/gory games(appstore policy) and a damn spartan simple and fast GUI makes it a great basic computing device for the naive crowd(parents, grandparents etc.). IMO it really shines for children as their 1st computing platform.
    That it is also a frequent choice for the tech literate few, good on them... it still is best suited, IMO, for those of the above.
  • name99 - Sunday, March 20, 2011 - link

    Can both of you not read?
    I was referring to, as I quoted, "The Digital AV adapter is a bit clunky and I believe the future of this is clearly in some form of wireless transmission, but for now it plugs directly into the dock connector. "

    How do either of your comments have any relevance to that?
    If you want Wifi, you need something that accepts a Wifi signal. Your TV doesn't have Wifi built in, so, yeah, you need some other box.

    And DLNA? Really? You want to go there? Go explore the DLNA web pages (http://www.dlna.org/products is a good start) and tell me this pile of turds is EVER going to be relevant to the real world. For god's sake, man, get in touch with the real world. Compare that web page and everything it implies about compatibility nightmares and technobabble with the Apple TV web page.
  • Anand Lal Shimpi - Monday, March 21, 2011 - link

    AirPlay is really for specific content at this point. I'm referring to the future of video out on tablets in general. And I didn't mention it as a knock against the iPad today, just a heads up that in some future version of the iPad you won't need a physical adapter (at least not on your tablet). When you have full wireless display mirroring then you can start introducing more interesting usage models - e.g. tablet as a desktop replacement, tablet as a game console, etc... You can do these things without wireless display but they are definitely enhanced by it being there.

    Take care,
    Anand
  • Ushio01 - Sunday, March 20, 2011 - link

    When ifixit did there teardown of the first ipad it was shown that apart from the battery and the antennas all the other components were kept up the top so why can't a tablet simply be a dock you slot a smartphone in that supplies a larger screen and additional battery's?
    That to me is a far more appealing device than current tablets.
  • kmmatney - Monday, March 21, 2011 - link

    makes sense to me. I can't see Apple doing this, but maybe on of the Android makers can come up with something along these lines. I'd love to be able to pop my phone into the back of a tablet and use the bigger screen. I'd just keep it near the couch.
  • zmatt - Sunday, March 20, 2011 - link

    I still hold that the entire market segment (not just the iPad) is a solution looking for a problem. The idea seems cool but in reality nobody was asking for the tablet. And after using them I still can't see what the attractiveness is other than people buying them cause they are "cool". I take calls and get mobile updates on my Galaxy S, which is more than competent enough for light work such as taking down notes or answering emails on the go. Any real work I do with a computer. I'm sorry but you can't make up for the lack of performance and a real keyboard if you are talking about getting work done. The iPad may be nice for mobile entertainment, but if i already have an mp3 player and a laptop what can it do that they can't? For tablets to be viable productivity devices and not just toys i think they would basically have to evolve into laptops. So again i ask, what's the point?
  • cucurigu - Sunday, March 20, 2011 - link

    Thanks a lot for your review, Anand, Brian and Vivek - I was waiting for your opinion on the iPad 2 as it was a gadget most appealing but, as you said, very polarizing for the reviewers.

    There is something I didn't really understand, even after rereading the Xoom review - both you (Anand and Brian) said the first iPad wasn't your cup of tea in the long run and chances are the new one won't change this (but you're giving it another go). The general impression (one which I also got while looking at the tablet segment) is characterized by their unclear niche - where do they really fit ?

    If I understand correctly the first tablet (ipad) didn't integrate with your workflow and the reasons seem to apply to all tablets, however, this sentiment doesn't come off so clearly from the Xoom article - so I wondered : did you have the impression the Android OS was more adequate to your usage patterns ? Meaning, if the Xoom and iPad 2 where left on your desk, which one would you choose to take with you, and for which purpose ?

    Once again, thanks and best regards !

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