The Display: In Practice

I remember a time when 3D games stopped looking good to me. It didn't matter what what id, Epic or Crytek would do, I just came away unimpressed while all of my friends oohed and ahhed. It wasn't because these developers and artists were doing a bad job, it was because I was spoiled by the 3D tech demos ATI and NVIDIA would show me on a regular basis. Not burdened by the realities of running a game company, including not having to build something that would run on every PC, not just the top 1%, ATI and NVIDIA would regularly share with me the absolute best of what could be done on the world's fastest GPUs. They were truly pushing the limits with these tech demos, they always looked amazing, but they ruined all actual games for me. Nothing ever looked as good as these demos and thus I was never really impressed with the visuals of any game I saw. I always came to expect better looking visuals and the best a game developer could deliver was on par with my expectations. Never could a developer exceed them.

I feel like Apple and other companies pushing the display industry forward have done something similar to the visual impact of a good display. I'm rarely blown away by a display, I've just come to expect good ones and I'm sorely disappointed when I encounter bad ones. The Retina Display on the new iPad is good, spectacular, amazing, sharp, great even, but it's what I've come to expect.

There's been a lot of debate online among reviewers and users alike about just how good, subjectively, the new Retina Display is. I feel like the cause for the debate boils down to just where your expectations are. If you're used to using the bargain basement TN panels that this industry is littered with, then you will be blown away by the iPad's Retina Display. If, however, you're surrounded by good displays—perhaps even those used in other Apple products—you'll like the new display, but you'll be grounded in your reaction to it.

Assuming you don't have absolutely perfect eyesight, you'll have trouble resolving individual pixels on the new Retina Display. If you're used to this because of your iPhone 4/4S, HTC Rezound or other amazingly high-density display, the experience on the new iPad will be similar, just on a larger scale.

To the left we have the original 1024 x 768 panel, and to the right we have the new Retina Display. At this distance you can still identify individual pixels, an ability that quickly vanishes at normal viewing distances. The Music app icon is an even better example of what you gain from the newer display as it has more high contrast edges that appear more aliased on the 1024 x 768 panel:

If we take a few (or an order of magnitude) more steps closer to the display and put it under the microscope we can get an even better appreciation for exactly what Samsung (and Apple's other display vendors) have done with the creation of this panel. Below are shots at 50x magnification of the display from the iPad 2, new iPad, ASUS TF Prime and iPhone 4S, organized from lowest to highest DPI:


Apple iPad 2, 1024 x 768, 9.7-inches


ASUS Eee Pad Transformer Prime, 1280 x 800, 10.1-inches


Apple iPad Retina Display (2012), 2048 x 1536, 9.7-inches


Apple iPhone 4S, 960 x 640, 3.5-inches

What you're looking at here are shots of the three subpixels for each pixel. Subpixel shapes will vary by panel type/manufacturer (hence the iPhone 4S vs. iPad subpixel structure), but the increase in density is tremendous.

I hate the term "painted on" because it gives the impression, at least to me, of limited separation between the viewer and the object as you would have with a piece of paper. Despite the very shallow gap between the outermost glass and the display stack itself, you can still tell that you're looking at a screen with the new iPad. Perhaps it's because of the reflections in the glass or the lack of tactile feedback convincing you that you are still looking at a virtualized interface, but the Retina Display does not break down the barrier of reality. It's always dangerous when using hyperbole to speak about a display as good as the iPad's. Get too excited in your description and you're bound to disappoint those whose expectations are simply too high. The iPad's Retina Display is stunning but the best way I'd describe it is this: the Retina Display is the type of display a $500+ tablet should come with.

iOS is often applauded for maintaing a smooth UI frame rate during animations like screen swipes. The screen on the new iPad delivers delivers a similarly seamless experience, but with regards to stationary content. Icons on your home screen look permanent, in place and, I hate to say it because nothing ever truly is, perfect.

Text is always sharp and extremely legible. You won't get the minimal fatigue you get from an e-ink display, but once you do have the versatility of a full blown tablet with the iPad.

Remote desktop apps stand to benefit tremendously from the new iPad's Retina Display, particularly if you're remotely accessing a very high resolution desktop. The image below is what my 2560 x 1440 desktop looks like, remotely accessed from an iPad 2:


Apple iPad 2

Text is extremely aliased, basically illegible. I can see everything on a single screen but I can't really make out much of what I'm looking at.

Here's the same remote desktop app for Android running on an ASUS Transformer Prime at 1280 x 800:


ASUS TF Prime

Here we have a tangible improvement, but still not tremendously better than the iPad 2. Now let's look at the desktop on the new iPad:


Apple iPad (3rd gen)

I can actually read the contents of IMs I'm receiving, I'm still going to want to zoom in to actually do anything but even zoomed in the crispness of everything is just so much better. This is a functional, dare I say productive use of the new Retina Display.

Mouse over the links above to see a crop of me remotely accessing my desktop from the three tablets. There's a huge improvement in how legible the remotely accessed text is on the Retina Display.

Apple iPad 2 Apple iPad (3rd gen) ASUS TF Prime

Other examples of very small text on a high-contrast background are similarly impressive. Web pages are generally better behaved than remotely accessing a very high-resolution display on an iPad, but the same principles apply:


Apple iPad 2


Apple iPad (3rd gen)


ASUS TF Prime


Apple iPad 2


Apple iPad (3rd gen)


ASUS TF Prime

With more pixels available to map to, small fonts retain their detail rather than turn into a jagged mess. Hover over the links below to see roughly the same paragraph of text from our retail Radeon HD 7870 review on the iPad 2, new iPad and ASUS Transformer Prime:

Apple iPad 2 Apple iPad (3rd gen) ASUS TF Prime
original original original

Keep in mind that you are limited to the resolution of the content you're viewing, which is particularly a problem on the web. The majority of displays fall somewhere between the 1366 x 768 and 1680 x 1050 range, and the majority of websites are designed to be fixed width at no more than 1200 pixels wide. As a result, images embedded on these websites are relatively low resolution compared to the iPad's display. We'll have to see a fairly large shift in display resolution across the board to really push the web towards embedding higher resolution photos and images, but it'll be a point of frustration.

Safari's 2MP JPEG Limitation

There's another present limitation in mobile Safari for iOS: JPEG images larger than 2.097MP are automatically downscaled for display, even on the new iPad. To test behavior I created a few images at varying resolutions and listed the displayed resolution on the iPad:

Mobile Safari (iOS) JPEG Limits
Image Native Height Native Width iPad H iPad W Ratio Native MP iPad MP
Full 4256px 2832px 1064px 708px 1:4 12MP 0.75MP
3000px 3000px 1996px 1500px 998px 1:2 6MP 1.5MP
2000px 2000px 1331px 1000px 666px 1:2 2.66MP 0.67MP
1600px 1600px 1065px 1600px 1065px 1:1 1.70MP 1.70MP

As soon as you pass the 2.097MP threshold, mobile Safari will reduce the horizontal or vertical resolution (or both) of the image being rendered by an integer factor until the resulting image is below the threshold. The limit is purely resolution based. Apple documents the limit is 2MP however I was able to create images that were slightly bigger without triggering the downsample. The maximum decoded JPEG resolution according to Apple is 32MP.

The downscaling made sense when the iPad had a 1024 x 768 display, but it's now time for a Safari update lifting the restriction to properly support the new iPad.

Note that this limit doesn't apply to GIFs, PNGs or TIFFs, only JPEGs. Apple claims that for these other file formats you're limited to a max decoded size of 3MP on iDevices with less than 256MB, or 5MP on 512MB iDevices, although you'll notice a 64MP PNG in the image above being rendered at what appears to be full resolution.

The Display: In Numbers The Most Tangible Feature: LTE Support
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  • name99 - Friday, March 30, 2012 - link

    Just to clarify, this is NOT some Apple proprietary thing. The Apple ports are following the USB charging spec. This is an optional part of the spec, but any other manufacturer is also welcome to follow it --- if they care about the user experience.
  • darkcrayon - Thursday, March 29, 2012 - link

    All recent Macs (last 2-3 years) can supply additional power via their USB ports which is enough to charge an iPad that's turned on (though probably not if it's working very hard doing something). Most non-Mac computer USB ports can only deliver the standard amount of USB power, which is why you're seeing this.

    Your Lenovo *should* still recharge the iPad if the iPad is locked and sleeping, though it will do so very slowly.
  • dagamer34 - Friday, March 30, 2012 - link

    I did the calculations and it would take about 21 hours to recharge an iPad 3 on a normal non-fast charging USB port from dead to 100%. Keep in mind, we're talking about a battery that's larger in capacity than the 11" MacBook Air.
  • snoozemode - Thursday, March 29, 2012 - link

    http://www.qualcomm.com/media/documents/files/snap...
  • Aenean144 - Thursday, March 29, 2012 - link

    Anandtech: "iPhoto is a very tangible example of where Apple could have benefitted from having four CPU cores on A5X"

    Is iPhoto really a kind of app that can actually take advantage of 2 cores? If there are batch image processing type functionality, certainly, though I don't know if iPhoto for iOS has this type of functionality. The slowness could just be from a 1.0 product and further tuning and refinement will fix it.

    I'm typically highly skeptical of the generic "if the app is multithreaded, it can make use of all of the cores" line of thought. Basically all of the threads, save one, are typically just waiting on user input.
  • Anand Lal Shimpi - Thursday, March 29, 2012 - link

    It very well could be that iOS iPhoto isn't well written, but in using the editing tools I can typically use 60 - 95% of the A5X's two hardware threads. Two more cores, at the bare minimum, would improve UI responsiveness as it gives the scheduler another, lightly scheduled core to target.

    Alternatively, a 50% increase in operating frequency and an improvement in IPC could result in the same net benefit.

    Take care,
    Anand
  • shompa - Friday, March 30, 2012 - link

    *hint* Use top on a iOS/Android device and you will see 30-60 processes at all time. The single threaded, single program thinking is Windows specific and have been solved on Unix since late 1960. Todays Windows phones are all single threaded because windows kernel is not good at Multit hreding.

    With many processes running, it will always be beneficial to have additional cores. Apple have also solved it in OSX by adding Grand central dispatch in their development tools making multithreaded programs easy.

    Iphoto for Ipad: Editing 3 million pixel will demand huge amount of CPU/GPU time + memory. Apple have so far been able to program elegant solutions around the limits of ARM CPUs by using NOVA SIMD extensions and GPU acceleration. An educated guess is that Iphoto is not fully optimized and will be at later time.

    (the integrated approach gives Apple a huge advantage over Android since Apple can accelerate stuff with SIMDs. Google does not control the hardware and can therefore not optimize its code. That is one of the reasons why single core A4 was almost as fast as dual core Tegras. I was surpassed when Google managed to implement their own acceleration in Andriod 4.X. Instead of SIMD, Google uses GL, since all devices have graphics cards. This is the best feuture in Android 4.x.)
  • name99 - Thursday, March 29, 2012 - link

    [/quote]
    Apple’s design lifespan directly correlates to the maturity of the product line as well as the competitiveness of the market the product is in.
    [/quote]

    I think this is completely the wrong way to look at it. Look across the entire Apple product line.
    I'd say a better analysis of chassis is that when a product first comes out, Apple can't be sure how it will be used and perceived, so there is some experimentation with different designs. But as time goes by, the design becomes more and more perfected (yes yes, if you hate Apple we know your feelings about the use of this word) and so there's no need to change until something substantial drives a large change.

    Look, for example, at the evolution of iMac from the Luxo Jr version to the white all-in-on-flatscreen, to the current aluminum-edged flatscreen which is largely unchanged for what, five or six years now. Likewise for the MacBook Pro.
    Look at the MacBook Air. The first two revs showed the same experimentation, trying different curves and angles, but Apple (and I'd say customers) seems to feel that the current wedge shape is optimal --- a definite improvement on the previous MBA models, and without anything that obviously needs to be improved. (Perhaps the sharp edges could be rounded a little, and if someone could work out the mechanicals, perhaps the screen could tilt further back.)

    And people accept and are comfortable with this --- in spite of "people buy Apple as a fashion statement idiocy". No-one will be at all upset if the Ivy League iMacs and MBAs and Mac Minis look like their predecessors (apart from minor changes like USB3 ports) --- in fact people expect it.

    So for iPhone and iPad. Might Apple keep using the same iPhone4 chassis for the next two years, with only minor changes? Why not? There's no obvious improvement it needs.
    (Except, maybe, a magnet on the side like iPad has, so you could slip a book-like case on it that covered the screen, and switched it on by opening the book.)
    Likewise for iPad.

    New must have features in phones/tablets (NFC? near-field charging? waterproof? built-in projector like Samsung Beam?) might change things. But absent those, really, the issue is not "Apple uses two year design cycles", it is "Apple perfects the design, then sticks with it".
  • mr_ripley - Thursday, March 29, 2012 - link

    "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... The iPad's GPU performance advantage just isn't evident in those cases..."

    Would you expect it to be if all the games you compare have not been optimized for the new ipad yet? They run at great frame rates but suffer in visuals or are only available at ipad 2 resolutions. The tegra zone games are clearly optimized for Tegra while their iOS counterparts are not optimized for the A5x, so of course the GPU advantage is not evident.

    This comparison does not seem fair unless there is a valid reason to believe that the tegra zone games cannot be further enhanced/optimized to take advantage of the new ipad hardware.

    I suspect that the tegra zone games optimized for A5x will offer a tangibly superior performance and experience. And the fact that the real world performance suffers today does not mean we will not see it shortly.
  • Steelbom - Thursday, March 29, 2012 - link

    Exactly this.

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