The Series6 performance claim of that Pocketgamer article, where Pottsey appears to have correctly sourced the 100x comparison as being related to MBX rather, is now spreading across websites in all its mistaken and/or misinterpreted glory.
And for better or worse, IMG and ST Ericsson have made GFLOPs with too little context into the new polygons per second marketing psuedo-metric.
http://blogs.arm.com/multimedia/400-triangles-per-second-performance-metric-or-chocolate-teapot/
I guess a blog entry for GFLOPs could be expected soon.
I won't say that the author doesn't have a point with many awkward theoretical peak numbers that circulate in the embedded space lately, but on the other hand it wasn't and isn't that much different in the desktop space either.
A couple of things though:
1. IP licensing companies such as ARM do not and cannot control how their partners will market their products. In one hand we have Ed Plowman's objection against effective fill-rates and on the other hand Samsung listing the Mali400MP fill-rate at 3.2GPixels/s. As I said before I can understand Samsung since they listed in the S5PC11x 1.0GPixels/s fill-rate. If IP licensing companies will manage in the long-run to get their partners to consult them before marketing any piece of IP for real-time capabilities I'd personally welcome it without a 2nd thought. At least that way we won't see 96M Tris/s for stuff like Samsung Wave.
2. I've seen in various occasions ARM employees disregarding public synthetic benchmarks like Kishonti's GL Benchmark. No idea if there's some legitimate objection behind it or if those were singled out cases. However if there are such objections companies could drive game ISVs to include time-demos in their games and try to drive websites that deal with embedded GPU benchmarks to use those also. Even if, I'd still sense objections even there, since we're seeing it over and over again in the desktop space for years now. Another alternative would be several IHVs to try and reach an agreement to create together a suit of synthetic benchmarks, but guess what if if they'd try it would be damn hard for them to reach common ground.
3. An alternative to triangles or polygons per second would be a geometry complexity rate of how many triangles
per frame can be processed at 30 or 60Hz. ARM isn't revealing anything about Mali T604 performance metrics apart from:
The Mali-T604 GPU delivers up to 5x performance improvement over previous Mali graphics processors and is scalable up to 4 cores.
I assume here from the wording that a single T604 is up to 5x times as fast as a single Mali400. If my interpretation is correct, then a T604 MP4 should be up to 20x times faster than a single Mali400.
Where and how those equally meaningless performance ratings are in any way different compared what any other of their competitors are claiming is beyond me.
In the second half of this blog, coming soon, we’ll see how you can use this difficulty to confuse and mislead - and in particular, how you can claim a staggeringly high triangle rate even if your GPU has trouble rendering
Angry Birds.
Honest question: which GPU has trouble rendering Angry Birds? I haven't done an extensive search on the web, but this one was the first that popped up:
http://www.pcworld.com/article/211152/angry_birds_devs_angry_at_android_fragmentation.html
Oh and to avoid misunderstandings I don't take the above blog entry necessarily as a "blow" against IMG in particular; at least I don't read it that way. Graphics IP providers could IMHO work together if they wanted to try and level performance ratings a bit or at least drive the press to measure real game performance increasingly instead of only concentrating on theoretical peak numbers or purely synthetic benchmarks. And yes Q3a is getting benchmarked occasionally, but it's also fairly outdated for the bulk of OGL_ES2.0 GPUs out there.