GPU Performance

All of our discussions around the new iPad and its silicon thus far have been in the theoretical space. Unfortunately the state of Android/iOS benchmarking is abysmal at best today. Convincing game developers to include useful benchmarks and timedemo modes in their games is seemingly impossible without a suitably large check. I have no doubt this will happen eventually, but today we're left with some great games and no way to benchmark them.

Without suitable game benchmarks, we rely on GLBenchmark quite a bit to help us in evaluating mobile GPU performance. Although even the current most stressful GLBenchmark test (Egypt) is a far cry from what modern Android/iOS games look like, it's the best we've got today.

We'll start out with the synthetic tests, which should show us roughly a 2x increase in performance compared to the iPad 2. Remember the PowerVR SGX 543MP4 simply bundles four SGX 543 cores instead of two. Since we're still on a 45nm LP process, GPU clocks haven't increased so we're looking at a pure doubling of virtually all GPU resources.

GLBenchmark 2.1—Fill Test

GLBenchmark 2.1—Triangle Test (White)

GLBenchmark 2.1—Triangle Test (Textured, Fragment Lit)

Indeed we see a roughly 2x increase in triangle and fill rates. Below we have the output from GLBenchmark's low level tests. Pay particular attention to how, at 1024 x 768, performance doubles compared to the iPad 2 but at 2048 x 1536 performance can drop to well below what the iPad 2 was able to deliver at 10 x 7. It's because of this drop in performance at the iPad's native resolution that we won't see many (if any at all), visually taxing games run at anywhere near 2048 x 1536.

GLBenchmark 2.1.3 Low Level Comparison
  iPad 2 (10x7) iPad 3 (10x7) iPad 3 (20x15) ASUS TF Prime
Trigonometric test—vertex weighted
35 fps
60 fps
57 fps
47 fps
Trigonometric test—fragment weighted
7 fps
14 fps
4 fps
20 fps
Trigonometric test—balanced
5 fps
10 fps
2 fps
9 fps
Exponential test—vertex weighted
59 fps
60 fps
60 fps
41 fps
Exponential test—fragment weighted
25 fps
49 fps
13 fps
18 fps
Exponential test—balanced
19 fps
37 fps
8 fps
7 fps
Common test—vertex weighted
49 fps
60 fps
60 fps
35 fps
Common test—fragment weighted
8 fps
16 fps
4 fps
28 fps
Common test—balanced
6 fps
13 fps
2 fps
12 fps
Geometric test—vertex weighted
57 fps
60 fps
60 fps
27 fps
Geometric test—fragment weighted
12 fps
24 fps
6 fps
20 fps
Geometric test—balanced
9 fps
18 fps
4 fps
9 fps
For loop test—vertex weighted
59 fps
60 fps
60 fps
28 fps
For loop test—fragment weighted
30 fps
57 fps
16 fps
42 fps
For loop test—balanced
22 fps
43 fps
11 fps
15 fps
Branching test—vertex weighted
58 fps
60 fps
60 fps
45 fps
Branching test—fragment weighted
58 fps
60 fps
30 fps
46 fps
Branching test—balanced
22 fps
43 fps
16 fps
16 fps
Array test—uniform array access
59 fps
60 fps
60 fps
60 fps
Fill test—Texture Fetch
1001483136 texels/s
1977874688
texels/s
1904501632
texels/s
415164192
texels/s
Triangle test—white
65039568
triangles/s
133523176
triangles/s
85110008
triangles/s
55729532
triangles/s
Triangle test—textured
56129984
triangles/s
116735856
triangles/s
71362616
triangles/s
54023840
triangles/s
Triangle test—textured, vertex lit
45314484
triangles/s
93638456
triangles/s
46841924
triangles/s
28916834
triangles/s
Triangle test—textured, fragment lit
43527292
triangles/s
92831152
triangles/s
39277916
triangles/s
26935792
triangles/s

GLBenchmark also includes two tests designed to be representative of a workload you could see in an actual 3D game. The older Pro test uses OpenGL ES 1.0 while Egypt is an ES 2.0 test. These tests can either run at the device's native resolution with vsync enabled, or rendered offscreen at 1280 x 720 with vsync disabled. The latter offers us a way to compare GPUs without device screen resolution creating unfair advantages.

Unfortunately there was a bug in the iOS version of GLBenchmark 2.1.2 that resulted in all on-screen benchmarks running at 1024 x 768 rather than the new iPad's native 2048 x 1536 resolution. This is why all of the native GLBenchmark scores from the new iPad are capped at 60 fps. It's not because the new GPU is fast enough to render at speeds above 60 fps at 2048 x 1536, it's because the benchmark is actually showing performance at 1024 x 768. Luckily, GLBenchmark 2.1.3 fixes this problem and delivers results at the new iPad's native screen resolution:

GLBenchmark 2.1—Egypt (Standard)

GLBenchmark 2.1—Pro (Standard)

Surprisingly enough, the A5X is actually fast enough to complete these tests at over 50 fps. Perhaps this is more of an indication of how light the Egypt workload has become, as the current crop of Retina Display enhanced 3D titles for the iPad all render offscreen to a non-native resolution due to performance constraints. The bigger takeaway is that with the 543MP4 and a quad-channel LP-DDR2 interface, it is possible to run a 3D game at 2048 x 1536 and deliver playable frame rates. It won't be the prettiest game around, but it's definitely possible.

The offscreen results give us the competitive analysis that we've been looking for. With a ~2x die size advantage, the fact that we're seeing a 2-3x gap in performance here vs. NVIDIA's Tegra 3 isn't surprising:

GLBenchmark 2.1—Egypt—Offscreen 720p

GLBenchmark 2.1—Pro—Offscreen 720p

The bigger worry is what happens when the first 1920 x 1200 enabled Tegra 3 tablets start shipping. With (presumably) no additional GPU horsepower or memory bandwidth under the hood, we'll see this gap widen.

The Impact of Larger Memory A5X vs. Tegra 3 in the Real World
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  • Riseofthefootclan - Thursday, March 29, 2012 - link

    I entered the tablet market this year in hopes of enhancing my school experience. I was looking for a device that would do the following: reading textbooks, slides, notes, watching video etc.

    I too looked at the kindle, but I will tell you now that for what you want I'd avoid it.

    I first purchased a Samsung galaxy tab 10.1 LTE. I wanted Internet every where I went, but soon became frustrated with the android operating system (inconsistently chunky etc).

    After playing with an iPad 2 in the store, I realized it was a much better experience. Fluid and problem free.

    A month later the iPad 3 (new iPad) is released. After playing with it I realized how much better the screen was, and how much that impacted the experience (especially for someone who primarily uses the device for text consumption).

    So now, here I sit, with a 32b LTE iPad 3. I don't regret the purchase one bit. Armed with the Bluetooth keyboard, or just the on screen variant, I can also take notes quite competently (wrote this entire thing out with the on screen keyboard).

    Best educational tool I have ever purchased. In my hands I can carry my one stop shop for web browsing, email, textbooks, fictional books, course materials, lectures and even games.

    Coming from an iPad 2, I'd go so far as to say it was well worth the upgrade.

    I highly recommend picking one of these up, as I believe it will fit your bill of requirements to a tee.
  • adityarjun - Thursday, March 29, 2012 - link

    Thanks dude! And all others who replied. I guess I will be picking up a 32gb LTE version of the ipad.
    Do you guys know whether the ipad has international warranty? If I were to buy it from the US and import it here, would I have warranty?
    And how many years of warranty does it have? Is it a replacement warranty, i.e. , if anything is broken they give a new ipad or a normal warranty?
    This is another aspect the review didnt cover. A para detailing the warranty and tech support should have been there imo.
  • adityarjun - Thursday, March 29, 2012 - link

    Oops forgot to add this in the comment above-- which keyboard are you using.. I think I will pick the Logitech one.
    And any good stylus?
    Also, for protection I guess I will go with a Zagg shield and the smart cover. Will that be enough?
  • OCedHrt - Thursday, March 29, 2012 - link

    How come the review starts with the 10.1-inch 1920 x 1200 Super IPS+ tablet but all the comparisons are with the 1280 x 800 tablet?
  • adityarjun - Thursday, March 29, 2012 - link

    I am not sure but I dont think that those tablets are in the market yet. That was just a comparison of specs. Later on we had a comparison with other major tablets available in the market currently.i.e ipad 2 and the transformer prime.
  • OCedHrt - Thursday, March 29, 2012 - link

    Says 40 nm on page 2 and 45 nm on page 6.
  • g1011999 - Thursday, March 29, 2012 - link

    At Page (The A5X SoC) / Table (ARM Cortex A9 Based SoC Comparison)

    The cell for "A5X" and "Memory Interface to the CPU" shall be "Quad channel(128bit)"
  • Ryan Smith - Thursday, March 29, 2012 - link

    Actually that's correct as it stands. The memory interface to the CPU is 64bit on the A5X. The other two memory channels go to the GPU, rather than the CPU.
  • g1011999 - Thursday, March 29, 2012 - link

    No, Those memory controllers are multi-port AXI controller which are connected to L2 cache controller, system fabrics, GPU.

    L2 cache controller is connected to all those 128bit dram controller, either through direct connection (memory adapter like omap 4470) or through system AXI bus, so the cpu can access all the memory.

    The A5X is a SoC coupled with 128bit quad channel DRAM regardless whether the bandwidth from CPU(L2 cache) to memory is sufficient or not.

    The IPs ( CPU, video codec, display controller, GPU, CAM-IF ...) on SoC can take advantage from the 128bit memory interface with less chance of congestion.
  • PeteH - Friday, March 30, 2012 - link

    And how do you know the internal system bus is AXI?

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