The Camera, It's Much Improved

by Vivek Gowri

iOS 5.1 brought with it a number of bugfixes along with a few minor changes to the core entertainment applications (Music, Photos, Videos), but the only real UI change it brought was the redesigned camera application for the iPad. It fixes our biggest complaint with the original—the shutter button’s location in the middle of the settings bar at the bottom of the screen—and ends up being a big improvement from a usability standpoint. The shutter now resides in a floating circular button on the right side of the display, right where your right thumb falls when holding the iPad with two hands. It’s a more intuitive location for the shutter, so taking a picture is a far more natural feeling exercise than it was before. Other than that, the app looks pretty similar—the settings bar now has the still/video slider, front/rear camera switch, an options button, and the link to the photo gallery. 

In terms of camera options, there’s only one. You can either have the rule of thirds grid overlay visible or hidden....and that’s it. There’s no other settings for you to change. No exposure, white balance, ISO, shutter speed, or anything else that isn’t the shutter button. Unfortunately, even the HDR mode from the 4 and 4S is nowhere to be found on the iPad. You literally just point and shoot. That’s all there is for you to do.

In our review of the iPad 2, we summed up the cameras with just one word, mediocre. Looking back, I realize now that the word mediocre is a pretty charitable way to describe the iPad 2’s camera situation. Both sensors were borrowed from the iPod touch, and while the VGA front facing camera was acceptable, the rear facing 720p camera was legitimately bad by the standards of a $499 device.

The new iPad fixes that rear camera problem in a big way, with the five element f/2.4 lens and optics borrowed from the iPhone 4S paired with the Omnivision OV5650 CMOS image sensor from the iPhone 4. A quick refresher on specs: 5 megapixels, backside illuminated, 1080p video at 60fps. If you ignore megapixel count, it’s a pretty competitive camera on paper. There’s a lot of recycled parts here, with bits and pieces from other iDevices frankensteined together to come up with a new imaging system for the iPad, but parts-bin raids aren’t bad when the bins being raided from contain top-tier components. The result ends up being pretty good—as a camera, the new iPad is light years ahead of its predecessor in basically every way. 

In practice, it’s nothing short of stellar. Image quality is comparable to most high end smartphones, though not quite good enough to be on par with the bleeding edge cameraphones (4S, Nokia N8/N9, HTC Amaze 4G, Galaxy S 2, etc). Interestingly enough, the preview image looks to be running below 30 fps, appearing a little bit choppy at times. This is likely due to the high resolution of the preview and upscaling it to a very high display resolution, but it doesn’t particularly affect image capture. I measured shot to shot time at exactly one second (I had a range between 0.98 and 1.04 seconds, averaged out to 1.0 when factoring in reaction time). That’s about double what Apple claimed for the 4S, and a bit longer than the iPad 2. Granted, the iPad 2’s camera was very quick in part because the amount of processing it takes to capture a 960x720 image is almost zero, with about 13.8% as many pixels as each 2592x1936 image captured by the new iPad. 

The focal length is 4.28mm, a bit longer than the iPad 2’s 3.85mm. The difference is actually noticeable; when taking pictures of nearby subjects, you’re sometimes surprised by how magnified the subject appears. However, the camera is good for landscapes, as you can see from the sample gallery. I took the iPad with me on a weekend trip to Victoria, B.C. and used it as my primary camera on the trip. Now, while I wouldn’t trade my SLR for an iPad anytime soon, I can’t deny that the results turned out pretty well. Colours were vibrant, white balance was accurate, and the clouds were nicely highlighted. It’s a quantum leap from the noisy, 0.7MP mess that was the iPad 2 camera. Mouse over the links below to see some comparisons between the cameras on the iPad 2, 3rd gen iPad and TF Prime.

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

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

The new sensor can record 1080p video, up from 720p. Video quality was probably the best aspect of the iPad 2 camera, and it's even better here. Output is recorded at 29.970 fps and encoded in h.264 Baseline with a bitrate of 21Mbps and single channel audio at 64kbps. The recorded video impresses, with crisp detailing and adequate audio quality from the single mic. 

The front facing camera keeps the Omnivision OV297AA sensor from the iPad 2, and as such, image and video quality remain unchanged. It’s not necessarily a bad thing, since it remains adequate for FaceTime and Skype, but it would have been nice to see an update to an HD-quality webcam up front.

With augmented reality apps, I’m starting to see the benefit of rear cameras on tablets. For example, the Yelp app, which takes location and compass data to display what restaurants are the direction the iPad is pointing, with a real-time street view of the search results. It’s not necessarily the most useful way to use the rear facing camera in an AR application, but overall it’s an idea that has potential. Apple also tells us that its business and education customers see usefulness in the iPad's rear facing camera as they can use it to quickly document something while using the iPad as a productivity tool. As a consumer, you’re going to get weird looks if you’re using the iPad to take pictures though, it’s a relatively comical sight. 

And that’s really the problem: from an ergonomic standpoint, smartphones are just so much easier and more comfortable to use as cameras. And because the imaging hardware is so similar, I’m not sure I see the real benefit of having a rear facing camera on a tablet except in very specific use cases. 

The iPad as a Personal Hotspot: Over 25 Hours of Continuous Use Handheld Image Editing: iPhoto for iOS
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  • PeteH - Wednesday, March 28, 2012 - link

    No idea. Was it necessary to upgrade the GPU to get an equivalent experience on the larger screen in that case, or was performance on the 3GS limited by the CPU (or RAM, or something else)?
  • zorxd - Thursday, March 29, 2012 - link

    just look at benchmarks on this web site

    The iPhone 3GS gets more FPS in 3D games because of the lower resolution.

    So in short, yes, it would have been necessary to upgrade the GPU to keep the same performance.

    But no matter what Apple does, people will always say it's the right choice.
  • PeteH - Thursday, March 29, 2012 - link

    I looked for a comparison between 3GS and 4 game FPS comparison and couldn't find anything. Can you point me to it?

    I'm looking for hard numbers because just increasing the resolution doesn't necessarily mean a GPU upgrade is necessary. If (and this is completely hypothetical) the 3GS was performance limited because of its CPU, improving the CPU in the 4 could allow it to achieve the same performance at a higher resolution.

    I'm not remotely saying this is the case, just that I've seen no numbers demonstrating a drop in frame rate from the 3GS to the 4.
  • dagamer34 - Friday, March 30, 2012 - link

    I believe the GPU got a clock speed increase when it went from the 3GS to the 4.
  • Peter_St - Monday, April 2, 2012 - link

    Oh wait, let me rephrase this: I have this nice shiny tower with 2GB of RAM and newest CPU out there but shitty OS with java hogs and memory leaks, but who cares, I'll just go and jerk off on the specs.

    I think that's what you wanted to say...
  • tipoo - Wednesday, March 28, 2012 - link

    GPUs which consume hundreds of times more watts than SoCs like this and have much more memory bandwidth at their disposal still struggle with the resolution this thing is displaying. The Xbox 360 GPU has, if I recall, around 25GB/s vs 6 in this, and that struggles to run games at 720p in a constant 30FPS. So far, it seems like the retina compatible games do display at native res, but there aren't any improvements in textures, effects, etc. So would the additional GPU power effectively be negated by the resolution for native apps, and still be constrained to games that look straight out of 2003-4? Or is Imagination Tech's video memory compression that much more advanced than AMDs/Nvidias so bandwidth doesn't matter as much?
  • zorxd - Wednesday, March 28, 2012 - link

    It's not only about the resolution. You could probably play Doom just fine with the SGX543MP4 at this resolution. The problem is when you have more complex level of details, shaders, etc. The iPad couldn't play a game like Crysis even at half resolution. But even at 2048x1536, Doom will still look like a game of the 90s.
  • tipoo - Wednesday, March 28, 2012 - link

    *12.8GB/s, my mistake
  • BSMonitor - Wednesday, March 28, 2012 - link

    What's battery life watching a bunch of movies.. say from New York to Hawaii? Will I be able to get 9 hours??

    Can run all the compute benchies we want, but primarily these are portable entertainment devices. The simplest use being the most common.
  • PeteH - Wednesday, March 28, 2012 - link

    Depends how bright you want the display, but from the number they're posting you should be fine at < 70% max brightness.

    I would argue that the most common use case is probably web browsing though, not movie watching. Unless... how often are you on these flights from New York to Hawaii?

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