I'm shocked to see tegra 3 thrashing exynos..
Those results are for the Adreno 225-based One X, I tested the HTC One S and got a score very close to that. The reason why Adreno is doing so well in GLB2.5 is that it's a much more ALU-heavy benchmark than GLB2.1 and that has always been Adreno's strength. For Tegra you should be looking at the Transformer scores which are accurate.
As for Exynos, it's easy to figure out that it's heavily vertex shader limited, and that's despite Kishonti implementing lots of things to remove unnecessary geometry (portal culling, reflection LODs, etc.) - it was much worse in some earlier benchmark versions.
Lazy8s said:
Taking into consideration the GLBenchmark 2.5 results that were revealed for the new iPad in TI's OMAP5 promo video (which might've been using a slightly earlier, beta version of GLBench 2.5 compared to the version just released for Android)
That demo was a version for Mobile World Congress, you should ignore the results completely - there have been about a gazillion new builds since then.
and some of my own testing with a Galaxy Nexus
I'm curious, which ones are these? The result that seems correct for the Nexus is 573 for 1080p Offscreen, which is pretty good for a GPU with less than 5GFlops of ALU performance, but if you're impressed by that then SGX-XT will blow your mind
I only tested on an ICS Nexus on Friday, but JB shouldn't make a huge difference.
PowerVR's SGX performs comparatively better, as predicted, than other architectures under the added graphics detail of GLBench 2.5 over 2.1.
It certainly does, although TBDR only plays a small part in it as Kishonti are doing fairly aggressive front-to-back sorting combined with portal culling (it's clearly still an advantage as there's still a bit of overdraw plus we have faster depth testing than anybody else, but it's not the main factor). SGX is perfectly capable of beating everyone else even in that kind of scenario
The main reasons are that we're very fast in high geometry workloads (how ironic given some of the marketing fud against us) and that we're very fast in all of the vertex and pixel shaders in terms of cycle count and real-world performance.