As always, our good friends over at Kishonti managed to have the first GPU performance results for the new 4th generation iPad. Although the new iPad retains its 2048 x 1536 "retina" display, Apple claims a 2x improvement in GPU performance through the A6X SoC. The previous generation chip, the A5X, had two ARM Cortex A9 cores running at 1GHz paired with four PowerVR SGX 543 cores running at 250MHz. The entire SoC integrated 4 x 32-bit LPDDR2 memory controllers, giving the A5X the widest memory interface on a shipping mobile SoC in the market at the time of launch.

The A6X retains the 128-bit wide memory interface of the A5X (and it keeps the memory controller interface adjacent to the GPU cores and not the CPU cores as is the case in the A5/A6). It also integrates two of Apple's new Swift cores running at up to 1.4GHz (a slight increase from the 1.3GHz cores in the iPhone 5's A6). The big news today is what happens on the GPU side. A quick look at the GLBenchmark results for the new iPad 4 tells us all we need to know. The A6X moves to a newer GPU core: the PowerVR SGX 554.

Mobile SoC GPU Comparison
  PowerVR SGX 543 PowerVR SGX 543MP2 PowerVR SGX 543MP3 PowerVR SGX 543MP4 PowerVR SGX 554 PowerVR SGX 554MP2 PowerVR SGX 554MP4
Used In - iPad 2 iPhone 5 iPad 3 - - iPad 4
# of SIMDs 4 8 12 16 8 16 32
MADs per SIMD 4 4 4 4 4 4 4
Total MADs 16 32 48 64 32 64 128

As always, Imagination doesn't provide a ton of public information about the 554 but based on what I've seen internally it looks like the main difference between it and the 543 is a doubling of the ALU count per core (8 Vec4 ALUs per core vs. 4 Vec4). Chipworks' analysis of the GPU cores helps support this: "Each GPU core is sub-divided into 9 sub-cores (2 sets of 4 identical sub-cores plus a central core)."

I believe what we're looking at is the 8 Vec4 SIMDs (each one capable of executing 8+1 FLOPS). The 9th "core" is just the rest of the GPU including tiler front end and render backends. Based on the die shot and Apple's performance claims it looks like there are four PowerVR SGX554 cores on-die, resulting in peak theoretical performance greater than 77 GFLOPS.

There's no increase in TMU or ROP count per core, the main change between the 554 and 543 is the addition of more ALUs. There are some more low level tweaks which helps explain the different core layout from previous designs, but nothing major.

With that out of the way, let's get to the early performance results. We'll start with low level fill rate and triangle throughput numbers:

GLBenchmark 2.5 - Fill Test

Fill rate goes up by around 15% compared to the iPad, which isn't enough to indicate a huge increase in the number of texture units on the 554MP4 vs. the 543MP4. What we may be seeing here instead are benefits from higher clocked GPU cores rather than more texture units. If this is indeed the case it would indicate that the 554MP4 changes the texture to ALU ratio from what it was in the PowerVR SGX 543 (Update: this is confirmed). The data here points to a GPU clock at least 15% higher than the ~250MHz in the 3rd generation iPad.

GLBenchmark 2.5 - Fill Test (Offscreen 1080p)

GLBenchmark 2.5 - Triangle Texture Test

Triangle throughput goes up by a hefty 65%, these are huge gains over the previous generation iPad.

GLBenchmark 2.5 - Triangle Texture Test (Offscreen 1080p)

GLBenchmark 2.5 - Triangle Texture Test - Fragment Lit

The fragment lit triangle test starts showing us close to a doubling of performance at the iPad's native resolution.

GLBenchmark 2.5 - Triangle Texture Test - Fragment Lit (Offscreen 1080p)

GLBenchmark 2.5 - Triangle Texture Test - Vertex Lit

GLBenchmark 2.5 - Triangle Texture Test - Vertex Lit (Offscreen 1080p)

GLBenchmark 2.5 - Egypt HD

Throw in a more ALU heavy workload and we really start to see the advantage of the new GPU: almost double the performance in Egypt HD at 2048 x 1536. We also get performance that's well above 30 fps here on the iPad at native resolution for the first time.

GLBenchmark 2.5 - Egypt HD (Offscreen 1080p)

Normalize to the same resolution and we see that the new PowerVR graphics setup is 57% faster than even ARM's Mali-T604 in the Nexus 10. Once again we're seeing just about 2x the performance of the previous generation iPad.

GLBenchmark 2.5 - Egypt Classic

Vsync bound gaming performance obviously won't improve, but the offscreen classic test gives us an idea of how well the new SoC can handle lighter workloads:

GLBenchmark 2.5 - Egypt Classic (Offscreen 1080p)

For less compute bound workloads the new iPad still boasts a 53% performance boost over the previous generation.

Ultimately it looks like the A6X is the SoC that the iPad needed to really deliver good gaming performance at its native resolution. I would not be surprised to see more game developers default to 2048 x 1536 on the new iPad rather than picking a lower resolution and enabling anti-aliasing. The bar has been set for this generation and we've seen what ARM's latest GPU can do, now the question is whether or not NVIDIA will finally be able to challenge Imagination Technologies when it releases Wayne/Tegra 4 next year.

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  • tipoo - Friday, November 2, 2012 - link

    Usually Apples performance numbers were right on the money before this, I wonder how they got to 2x?
  • Alucard291 - Friday, November 2, 2012 - link

    New management - new directive - new hype.
  • darkcrayon - Friday, November 2, 2012 - link

    Or maybe it actually is "up to" 2x as fast as they say on the website...
  • tipoo - Saturday, November 3, 2012 - link

    They said the same thing with the A5X IIRC, the difference being that one actually scaled somewhat close to 2x and sometimes exceeded it, the A6X averages around 1.53x and never goes over double.
  • DavidKl - Saturday, November 3, 2012 - link

    in the egypt HD The A5X scores 21 and the A6X almost 42FPS , and offscreen the A5X scores 25FPS and the A6X almost 52 ...
  • Tangey - Monday, November 5, 2012 - link

    wrong...the overall GL 2.5 benchmark figure is 1.95 faster than the ipad3. 5850 Vs 3018
  • AP27 - Friday, November 2, 2012 - link

    Imagination Tech has always put out GPUs with badass performance. I'm surprised at why they aren't more widespread. Apple has used them in every iteration of the iPhone and iPad (I think) and Samsung used them in the Galaxy S1 (which was a powerhouse back then) before moving to Mali.
    The only other chipset that I know of that uses PowerVR GPU's is the TI 4xxx and 5xxx, and TI was talking about shutting down their SoC operations. Adreno, Mali and Tegra have all been behind PowerVR for a while now.
  • Krysto - Friday, November 2, 2012 - link

    Probably because they are not very energy efficient.
  • melgross - Friday, November 2, 2012 - link

    It isn't efficiency. It's performance. If something is twice as powerful, and uses twice the energy, it's just as efficient . Until recently, Android devices have been pretty inefficient. Some are now pretty good. But it's cost. I would imagine (ahem!) that Imagination's IP costs more, and other manufacturers are selling on price.
  • darkcrayon - Friday, November 2, 2012 - link

    Odd, since iOS devices are usually at or near the top of battery life for devices in their class (and even higher when you consider battery size). Obviously there are a million other factors that affect battery life, but if these GPUs are unusually poor at performance per watt compared to competitors I'd be surprised considering this.

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