It's in their blood to spin things for their own benefit.Apple claimed today that the iPad Pro has more power than an Xbox 360.
I don't know how fast the PowerVR roadmap ramps up performance but maybe in a couple of years, they'll claim the same amount of FLOPS as the current gen. consoles.
The iPad Pro graphics power stomps all over the XB360.
In fact, in GfxBench Manhattan and T-Rex, it performs just under an aftermarket HD7770, which is roughly equivalent to the XBOne. (Fewer CUs, compensated by higher clocks and bandwidth.)
Depending in where you look in the synthetic test, the iPad Pro GPU go from higher (alpha blend) to just under half (fill) so the aggregate game test scores make sense.
Link
You guys need to keep up.
My preemptive edit was too slow.Not if you don't hamstring the 7770's performance by looking at OSX OGL numbers. The DX numbers on Windows remain dramatically faster than the iPad Pro.
My preemptive edit was too slow.
Yes, running under OSX reduces the game test scores a bit. I couldn't find them, last time I looked, I found scores from a factory overclocked ASUS HD7770, and linked the comparison to B3D, but when I checked now it was missing scores. Hate how the GfxBench database works.
Doesn't change the conclusion one whit though. The iPad Pro massacres the XB360. Sometimes I just tire of the knee jerk mud slinging.
But shouldn't it ? The xbox 360 was released in 2005 and cost $300 bucks. The ipad pro released in 2015 and cost $1000. So it took 10 years and more than triple the price to massacre the xbox 360 performance. Even then how long would the ipad pro massacre it before it was forced to throttle performance due to limited cooling.
If we use the same scale it may take until 2023 for a mobile device to massacre the xbox one or ps4.
Aren't there huge bandwidth constraints in mobile chipsets throttling their performance as well? Even once they may reach FLOP parity.
yes , every part of the device is meant to throttle.
The ipad performance is impressive of course , but its not like the xbox 360 is new. A decade is a lot of time for advancement
Dunno if the right place for this discussion but the technical details are worth it to read about.No doubt the iPad pro does have a much better GPU than the 360, but the 360 can run flat out on both CPU and GPU indefinitely. Except for perhaps the launch 360s, which am died.
360S was actually tested to handle a power virus on both CPU and GPU without hitting any thermal issues. I do wonder how much of a performance advantage the iPad Pro (or any tablet) would maintain if a game was hammering down on all aspects of the system for a good amount of time. Even actively cooled i5 tablets are prone to throttling heavily if you really task them.
IPad Pro has a 128-bit interface to LPDDR4 running at 3200MHz interface or 51.2GB/s, as compared to the XB360 22.4GB/s. XBox1 is at 68.2 GB/s.Dunno if the right place for this discussion but the technical details are worth it to read about.
It can get warm I'm willing to bet. Unreal engine based games tend to warm any mobile device, but they appear to play them indefinitely as long as they are plugged in. Then again I doubt the CPU is being tasked much comparatively to the GPU.
The iPad pro must be missing bandwidth though right? Hat should be a major bottleneck.
incredible amount of bandwidth for what I assume is very little memory? <4GB?IPad Pro has a 128-bit interface to LPDDR4 running at 3200MHz interface or 51.2GB/s, as compared to the XB360 22.4GB/s. XBox1 is at 68.2 GB/s.
Additionally, in terms of bandwidth saving technologies, the PowerVR GPU is in a good place.
Reviews (example) fail to demonstrate throttling on the iPad Pro. Which is amazing.
In fact, in GfxBench Manhattan and T-Rex, it performs just under an aftermarket HD7770, which is roughly equivalent to the XBOne.
Apple claimed today that the iPad Pro has more power than an Xbox 360.
incredible amount of bandwidth for what I assume is very little memory? <4GB?
You are ignoring the eDRAM/eSRAM in Xbox 360 and Xbox One. Xbox 360 render target writes cost zero memory bandwidth because RT is always in eDRAM. PowerVR tiling gives similar RT bandwidth gains. Xbox One eSRAM on the other hand is fully flexible read&write scratchpad. You can keep data in there and read it back with zero memory bandwidth used, and you can use it from compute shaders as well. It is a big advantage for Xbox One and saves significantly more bandwidth than tiling when used correctly (assuming modern rendering pipeline with complex post effects).IPad Pro has a 128-bit interface to LPDDR4 running at 3200MHz interface or 51.2GB/s, as compared to the XB360 22.4GB/s. XBox1 is at 68.2 GB/s.
Additionally, in terms of bandwidth saving technologies, the PowerVR GPU is in a good place.
Reviews (example) fail to demonstrate throttling on the iPad Pro. Which is amazing.
No doubt the iPad pro does have a much better GPU than the 360, but the 360 can run flat out on both CPU and GPU indefinitely. Except for perhaps the launch 360s, which am died.
360S was actually tested to handle a power virus on both CPU and GPU without hitting any thermal issues. I do wonder how much of a performance advantage the iPad Pro (or any tablet) would maintain if a game was hammering down on all aspects of the system for a good amount of time. Even actively cooled i5 tablets are prone to throttling heavily if you really task them.
As impressive as the A9X performs for a tablet chip, its actual performance should be way behind the 7770 - and the XBone, for that matter.
I ignored it, because I really had no idea how to weigh the different bandwidth saving approaches against each other as well as their overall impact on total performance. Still don't really even if your response left me somewhat wiser. I guess it also somewhat depends on how well the game targets the wrinkles of the particular architecture.You are ignoring the eDRAM/eSRAM in Xbox 360 and Xbox One. Xbox 360 render target writes cost zero memory bandwidth because RT is always in eDRAM. PowerVR tiling gives similar RT bandwidth gains. Xbox One eSRAM on the other hand is fully flexible read&write scratchpad. You can keep data in there and read it back with zero memory bandwidth used, and you can use it from compute shaders as well. It is a big advantage for Xbox One and saves significantly more bandwidth than tiling when used correctly (assuming modern rendering pipeline with complex post effects).
Tiling hardware should be more energy efficient and use considerably less die space compared to a large scratchpad (or a big L4 cache in Intel designs). The tiling buffers are small, allowing them to be very close to the execution units. Moving data for long distances is one of the biggest power consumers on modern chips. So I don't doubt that iPad's perf/watt is better compared to Xbox One or Intel's EDRAM designs (in rendering algorithms that are compatible with tiling).