Wednesday, 10 January 2018

Apple iPad 2 GPU Performance Explored PowerVR SGX543MP2 Benchmarked

in advance this morning we published our first impressions on apple's ipad 2, including analysis on digital camera exceptional and a dive into the architecture behind apple's a5 soc. our soc research frequently centered on cpu overall performance, which we discovered to be a wholesome 50% faster than the a4 in the original ipad - as a minimum in web surfing. we were capable of exceed apple's claim of as much as 2x performance growth in a few synthetic exams, however even a 50% growth in javascript and net page loading performance isn't anything to be disenchanted about. we in brief touched on the gpu: imagination technologies' powervr sgx 543mp2. right here apple is promising as much as a 9x boom in performance, but it is some thing we desired to research.



architecturally the 543mp2 has more than twice the compute horsepower of the sgx 535 used in apple's a4. each shader pipeline can execute twice the number of commands consistent with clock as the sgx 535, and then there are 4 instances as many pipes in an sgx 543mp2 as there are in a 535. there also are efficiency upgrades as well. hidden surface elimination works at two times the rate in the 543mp2 because it did in the 535. there may be also a big increase in texture filtering performance as you will see beneath.

as usually we flip to glbenchmark 2.zero, a benchmark crafted through a gaggle of developers who either have or had experience doing improvement work for a number of the massive dev homes within the industry. we will start with a number of the synthetics.

over the path of pc gaming evolution we observed a full-size growth in geometry complexity. we'll in all likelihood see a similar evolution with games in the extremely cellular space, and as a result this next spherical of extremely mobile gpus will severely ramp up geometry performance.

here we observe  distinct geometry checks amounting to the (almost) excellent and worst case triangle throughput measured by means of glbenchmark 2.zero. first we have the great case situation - a textured triangle:

geometry throughput - textured triangle take a look at

the original ipad could control eight.7 million triangles in step with 2nd in this test. the ipad 2? 29 million. an increase of over 3x. builders with current titles on the ipad may want to conceivably triple geometry complexity with no effect on overall performance at the ipad 2.