GPU Analysis/Performance

Section by Anand Shimpi

Understanding the A6's GPU architecture is a walk in the park compared to what we had to do to get a high level understanding of Swift. The die photos give us a clear indication of the number of GPU cores and the width of the memory interface, while the performance and timing of release fill in the rest of the blanks. Apple has not abandoned driving GPU performance on its smartphones and increased the GPU compute horsepower by 2x. Rather than double up GPU core count, Apple adds a third PowerVR SGX 543 core and runs the three at a higher frequency than in the A5. The result is roughly the same graphics horsepower as the four-core PowerVR SGX 543MP4 in Apple's A5X, but with a smaller die footprint.

As a recap, Imagination Technologies' PowerVR SGX543 GPU core features four USSE2 pipes. Each pipe has a 4-way vector ALU that can crank out 4 multiply-adds per clock, which works out to be 16 MADs per clock or 32 FLOPS. Imagination lets the customer stick multiple 543 cores together, which scales compute performance linearly.

SoC die size however dictates memory interface width, and it's clear that the A6 is significantly smaller in that department than the A5X, which is where we see the only tradeoff in GPU performance: the A6 maintains a 64-bit LPDDR2 interface compared to the 128-bit LPDDR2 interface in the A5X. The tradeoff makes sense given that the A5X has to drive 4.3x the number of pixels that the A6 has to drive in the iPhone 5. At high resolutions, GPU performance quickly becomes memory bandwidth bound. Fortunately for iPhone 5 users, the A6's 64-bit LPDDR2 interface is a good match for the comparatively low 1136 x 640 display resolution. The end result is 3D performance that looks a lot like the new iPad, but in a phone:

Mobile SoC GPU Comparison
  Adreno 225 PowerVR SGX 540 PowerVR SGX 543MP2 PowerVR SGX 543MP3 PowerVR SGX 543MP4 Mali-400 MP4 Tegra 3
SIMD Name - USSE USSE2 USSE2 USSE2 Core Core
# of SIMDs 8 4 8 12 16 4 + 1 12
MADs per SIMD 4 2 4 4 4 4 / 2 1
Total MADs 32 8 32 48 64 18 12
GFLOPS @ 200MHz 12.8 GFLOPS 3.2 GFLOPS 12.8 GFLOPS 19.2 GFLOPS 25.6 GFLOPS 7.2 GFLOPS 4.8 GFLOPS

We ran through the full GLBenchmark 2.5 suite to get a good idea of GPU performance. The results below are largely unchanged from our iPhone 5 Performance Preview, with the addition of the Motorola RAZR i and RAZR M. I also re-ran the iPad results on iOS 6, although I didn't see major changes there.

We'll start out with the raw theoretical numbers beginning with fill rate:

GLBenchmark 2.5 - Fill Test

The iPhone 5 nips at the heels of the 3rd generation iPad here, at 1.65GTexels/s. The performance advantage over the iPhone 4S is more than double, and even the Galaxy S 3 can't come close.

GLBenchmark 2.5 - Fill Test (Offscreen 1080p)

Triangle throughput is similarly strong:

GLBenchmark 2.5 - Triangle Texture Test

Take resolution into account and the iPhone 5 is actually faster than the new iPad, but normalize for resolution using GLBenchmark's offscreen mode and the A5X and A6 look identical:

GLBenchmark 2.5 - Triangle Texture Test (Offscreen 1080p)

The fragment lit texture test does very well on the iPhone 5, once again when you take into account the much lower resolution of the 5's display performance is significantly better than on the iPad:

GLBenchmark 2.5 - Triangle Texture Test - Fragment Lit

GLBenchmark 2.5 - Triangle Texture Test - Fragment Lit (Offscreen 1080p)

GLBenchmark 2.5 - Triangle Texture Test - Vertex Lit

GLBenchmark 2.5 - Triangle Texture Test - Vertex Lit (Offscreen 1080p)

The next set of results are the gameplay simulation tests, which attempt to give you an idea of what game performance based on Kishonti's engine would look like. These tests tend to be compute monsters, so they'll make a great stress test for the iPhone 5's new GPU:

GLBenchmark 2.5 - Egypt HD

Egypt HD was the great equalizer when we first met it, but the iPhone 5 does very well here. The biggest surprise however is just how well the Qualcomm Snapdragon S4 Pro with Adreno 320 GPU does by comparison. LG's Optimus G, a device Brian flew to Seoul, South Korea to benchmark, is hot on the heels of the new iPhone.

GLBenchmark 2.5 - Egypt HD (Offscreen 1080p)

When we run everything at 1080p the iPhone 5 looks a lot like the new iPad, and is about 2x the performance of the Galaxy S 3. Here, LG's Optimus G actually outperforms the iPhone 5! It looks like Qualcomm's Adreno 320 is quite competent in a phone. Note just how bad Intel's Atom Z2460 is, the PowerVR SGX 540 is simply unacceptable for a modern high-end SoC. I hope Intel's slow warming up to integrating fast GPUs on die doesn't plague its mobile SoC lineup for much longer.

GLBenchmark 2.5 - Egypt Classic

The Egypt classic tests are much lighter workloads and are likely a good indication of the type of performance you can expect from many games today available on the app store. At its native resolution, the iPhone 5 has no problems hitting the 60 fps vsync limit.

GLBenchmark 2.5 - Egypt Classic (Offscreen 1080p)

Remove vsync, render at 1080p and you see what the GPUs can really do. Here the iPhone 5 pulls ahead of the Adreno 320 based LG Optimus G and even slightly ahead of the new iPad.

Once again, looking at GLBenchmark's on-screen and offscreen Egypt tests we can get a good idea of how the iPhone 5 measures up to Apple's claims of 2x the GPU performance of the iPhone 4S:

Removing the clearly vsync limited result from the on-screen Egypt Classic test, the iPhone 5 performs about 2.26x the speed of the 4S. If we include that result in the average you're still looking at a 1.95x average. As we've seen in the past, these gains don't typically translate into dramatically higher frame rates in games, but games with better visual quality instead.

General Purpose Performance Increased Dynamic Range: Understanding the Power Profile of Modern SoCs
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  • rarson - Wednesday, October 17, 2012 - link

    Car bumpers are not made of aluminum.

    Aluminum oxidizes. So if you scratch it, then you've removed that oxidation layer to allow it to further oxidize at that spot. Rust is just iron oxidation.
  • Spunjji - Friday, October 19, 2012 - link

    It is not normal for them to scratch so damn easily. Furthermore, you might notice that other manufacturers (say, HTC?) take steps to harden the surfaces of their devices to avoid this kind of problem.
  • name99 - Wednesday, October 17, 2012 - link

    So you're basically
    (a) upset that Apple fans buy products based on how they look
    (b) upset that Apple fans's don't care enough about how products look to care about this
    ???

    The true sign of the demented mind --- that it can happily hold two contradictory opinions at once.
  • steven75 - Wednesday, October 17, 2012 - link

    Would you buy a car that gets nicks and scratches from normal usage?

    Um yes, everyone does. I guess all cars should be recalled!
  • Spunjji - Friday, October 19, 2012 - link

    Would you buy a car that gets nicks and scratches from simply driving down the street? No, you wouldn't. Stop distorting the argument for an easy victory, it makes for extremely aggravating reading.
  • doobydoo - Saturday, October 20, 2012 - link

    And what evidence do you have that the equivalent of 'driving down the street' with an iPhone causes scratching?
  • ltcommanderdata - Tuesday, October 16, 2012 - link

    Any final MHz rating on the GPU? Given Apple tends to use a 4:1 clock speed ratio between the CPU and GPU, the SGX543MP3 being up to 325MHz would make sense. The SGX543MP2 seemed to be clocked at 200MHz in the iPhone 4S and 250MHz in the iPad 2 and Apple said the iPad 2012 has a 2x faster GPU, so the SGX543MP4 in the A5X likely is also at 250MHz. A SGX543MP3 at 325MHz vs a SGX543MP4 at 250MHz would seem to explain the results seen in the benchmarks.

    A few corrections, on page 11 the GLBenchmark 2.5 - Triangle Texture Test - Fragment Lit (Offscreen 180p) is missing the iPad 2012 result.

    In iPhone 5 Device Conclusions on page 22, you write "Going back to the old 4:3 aspect ratio iPhones feels extremely claustrophobic now", but it should be 3:2.
  • daar - Tuesday, October 16, 2012 - link

    The in-depth tech info was nice, but would have preferred it in a second post. As an engineer, while I can appreciate the advances made with the new SoC and the depth of the effort went into researching all the aspects of the phone, I also think for most purposes, the length is counterproductive when the majority of readers are looking for indicators of whether the phone is worth an upgrade. Even without the tech explanation though, the review unnaturally lacked the concise detail I'm used to at AT.

    In some ways, it sort of came across that the tech explanation was a long worded way of making excuses for the iPhone 5's faults and direct comparisons to superior implementations were ignored. Simple example would be the camera, where praise was given about how they cut the size, that it looked good, explanation of the purple tint and so forth. If say, Samsung had released a phone with such issues, I'd expect the review to mention the sloppiness of it, esp with rivals such as the One X having a 2.0f lens (I quite enjoyed the One X/SG3 review comparison from AT). The excuse that the lack of innovation in the new iOS being that the aim of the phone is like that of an appliance whereas Android phones aiming to be PC's is baffling; the concept of a smartphone was a versatile device to aid in our daily lives not reach a point of some ambiguity called an appliance.
  • darwinosx - Tuesday, October 16, 2012 - link

    That was a lot of words to say nothing besides bragging that you are an engineer. Nobody cares.
  • kyuu - Tuesday, October 16, 2012 - link

    What nobody cares about are your rabid attacks on any comment that has even the slightest critique of an Apple product.

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