GPU Performance

Since the iPad Air uses the same A7 silicon as the iPhone 5s, it also uses the same on-die GPU as the 5s: IMG’s PowerVR G6430. This is a 4-cluster configuration of IMG’s latest graphics hardware, running at some relatively high frequency. I already went into some detail on the G6430 in our 5s review so I won’t rehash that here, but we’re basically looking at a shift to a more efficient scalar architecture.

I still don’t have confirmations of clock speeds, but I believe we’re looking at a max GPU clock of around 450MHz. As you’ll see from the results below, there’s a small difference in performance between the iPad Air and iPhone 5s in terms of peak GPU performance - implying very similar clocks. The difference is the iPad Air should be able to sustain its max frequency longer than the iPhone 5s can.

Mobile SoC GPU Comparison
  PowerVR SGX 554MP4 PowerVR G6430 PowerVR G6430
Used In iPad 4 iPhone 5s iPad Air
# of SIMDs 32 4 4
MADs per SIMD 4 32 32
Total MADs 128 128 128
GFLOPS as Shipping 68.1 GFLOPS (?) 115.2 GFLOPS 115.2 GFLOPS

Since we’re talking about an A7 here and not an X-series SoC, there’s still only a 64-bit wide memory interface. As memory bandwidth is a key enabler of GPU performance I was curious to see how GPU performance compared to the outgoing iPad 4 with its much wider memory interface. Do keep in mind that the A7 does include a large system cache on-die, which can help improve effective memory bandwidth.

GFXBench 2.7

We'll start our GPU performance analysis with a look at low level results using GFXBench/GLBenchmark 2.7. The low level tests, particularly the offscreen ones, should give us some idea as to whether or not there's any increase in GPU frequency for the iPad Air vs. iPhone 5s implementations of A7.

GLBenchmark 2.7 - Fill Test (Onscreen)

GLBenchmark 2.7 - Fill Test (Offscreen)

Looking at the fill rate results, there's a 4.5% increase in performance compared to the iPhone 5s. That could be the magnitude of clock increase that we're seeing between A7s. Apple could very well be relying on more thermal headroom in the iPad Air to provide any real world GPU performance advantages over the iPhone 5s.

GLBenchmark 2.7 - Triangle Throughput (Onscreen)

GLBenchmark 2.7 - Triangle Throughput (Offscreen)

We see an even smaller gap between the Air and 5s in the triangle throughput tests (2.9%). There doesn't seem to be any substantial difference in GPU frequency between A7 implementations here. The regression in triangle rate performance compared to the iPad 4 is explained by differences in how Series 6 and Series 5XT GPUs scale in width. Whereas 5XT replicated nearly the entire GPU for "multi-core" versions, multi-cluster versions of Rogue only replicate at the shader array. The result? We don't see the same sort of peak triangle setup scaling we did back on multi-core 5XT parts. I'm not sure I'm particularly happy with the magnitude of the regression here, but I haven't seen any real world cases where it matters yet.

Next up are the game simulation tests. We'll start with the more strenuous of the two: T-Rex HD.

GLBenchmark 2.7 - T-Rex HD (Onscreen)

Here we get closer to Apple's claims of a 2x increase in performance. The iPad Air delivers 75% more performance than the iPad 4 in this test. Once again the iPhone 5s pulls ahead but that's because the onscreen tests render at display resolution, which is lower on the 5s.

GLBenchmark 2.7 - T-Rex HD (Offscreen)

Offscreen performance sees similar scaling: ~69% better performance compared to the iPad 4.

GLBenchmark 2.5 - Egypt HD (Onscreen)

GLBenchmark 2.5 - Egypt HD (Offscreen)


We're once again running 3DMark's newest Unlimited mode which does its best to run independently of v-sync and at a standard resolution across all devices. I've also included 3DMark Extreme results below that feature a few more comparison points.

3DMark Unlimited - Ice Storm

The overall Ice Storm scores show a 36% improvement in performance over the iPad 4 and an 8% increase compared to the iPhone 5s. Given the CPU frequency advantage of the A7 in the Air vs. the iPhone 5s, I'm guessing that's why we're seeing the performance gap we are here.

3DMark Unlimited - Graphics Score

If we focus exclusively on the GPU tests (which themselves are still CPU bound), the iPad Air's performance advantage over the iPad 4 grows to over 60%.

3DMark Unlimited - Graphics Test 1

3DMark Unlimited - Graphics Test 2

3DMark Unlimited - Physics Score

I'm still not entirely sure what's going on with the 3DMark Physics test, but we've seen this two reviews in a row now where Cyclone showed no performance increase at all compared to Swift despite this being largely a CPU test.

3DMark - Ice Storm (Extreme)

3DMark - Graphics Score (Extreme)

3DMark - Graphics Test 1 (Extreme)

3DMark - Graphics Test 2 (Extreme)

3DMark - Physics Score (Extreme)

Basemark X

Basemark X is a new addition to our mobile GPU benchmark suite. There are no low level tests here, just some game simulation tests run at both onscreen (device resolution) and offscreen (1080p, no vsync) settings. The scene complexity is far closer to GLBenchmark 2.7 than the new 3DMark Ice Storm benchmark, so frame rates are pretty low.

I'm still having random issues with Basemark X reliably running both on and offscreen tests on iOS 7. Unfortunately I could only get onscreen results for the iPad Air, which came in at 46% faster than the iPad 4. Note the iPad mini and iPhone 5s benefit from having lower native resolutions here, which is why they perform so well.

Basemark X (Onscreen)

CPU Changes, Performance & Power Consumption Display
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  • algalli - Wednesday, October 30, 2013 - link

    typing error meant to say that most people have missed the IBeacon feature in IOS
  • grkhetan - Wednesday, October 30, 2013 - link

    dsumanik and beautyspin: you guys have no idea what you are talking about. Anand's reviews are the some of the most objective and in-depth reviews. With your mindset -- it is clear that you hate Apple and have such a strong bias that you are not fit to be a reader of this website.
  • ekotan - Wednesday, October 30, 2013 - link

    You have listed a bunch of features which would be either impossible or pointless to implement on an ARM tablet. Apple is not a company who just adds features for the sake of ticking every box, they actually care about how the device will be used and this attention to detail is a major reason why Apple users love their Apple products.
  • errorr - Wednesday, October 30, 2013 - link

    NFC will never be supported by Apple. They just aren't interested. Wireless charging is an interesting idea but the design would make it the hardest engineering challenge I can imagine as the aluminum makes that a non starter. Plus if or when the ipad does wireledd charging I'm sure it'll be proprietary.
  • ClemyNX - Wednesday, October 30, 2013 - link

    I truly laughed at that.
    Haptic feedback?
    Someone still hasn't understood that NFC is dead.
  • darwiniandude - Wednesday, October 30, 2013 - link

    Why does the review mention frame rate drops and lack of ram then? There is polite negativity in the review where appropriate.
  • steven75 - Thursday, October 31, 2013 - link

    Haptic feedback and NFC? Why would they add two technologies that are already on their way out?
  • Walkop - Tuesday, November 5, 2013 - link

    I love how everyone says NFC is dead when every single credit/debit card out there has recently adopted it for pay-and-tap, and Google Wallet has been revolutionized in that it'll work regardless of carrier through NFC now.
  • Djasonw - Thursday, October 31, 2013 - link

    Yes, I definitely see a need for NFC. <smh>
  • whatsa - Friday, November 1, 2013 - link

    I played with the surface variable stand and that works great
    not flapping around

    but yeah I agree with the additions
    (the outdoor screen brightness to be pumped up too)

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