Tegra vs PowerVR vs Adreno vs Mali
Buying a mobile device with a GPU
A device with a GPU in the near you are going to buy?
Tegra [ 145 ] ** [15,12%]
Mali (ARM) [ 277 ] ** [28,88%]
Adreno (Qualcomm) [ 322 ] ** [33,58%]
PowerVR (Imagination) [ 215 ] ** [22,42%]
Total votes: 959
 



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Technical data on mobile SoC (CPU + GPU)

Here you can find data on mobile SoC (CPU + GPU), as well as tables with this mobile graphics data from different manufacturers / developers (each manufacturer / developer has its own table, and maybeand each series), as well as explanations to these tables, which means this or that abbreviation or phrase,and conclusions about the GPU based on these tables, the results of testing in games, benchmarks, etc.
The topic itself discusses data on mobile (and not only) CPU and GPU, which can be raised in a header, the advantages and disadvantages of that different CPU / GPU separately and in comparison with others, as well as the conclusions that follow from the table, the results of testing and etc .. Prohibited personal insultsbaselessdisputes and similar actions, according to the forum rules set forth here -Section Rules



CPU section


GPU section

Two of the most powerful video accelerators on the market(found their place in the real SoC) 2014-2015.
For beginners
Beginners who know little or nothing about what a GPU is, what it does and what unit in it is responsible for, here -What you need to know about video cards? Before asking any questions, read the article from THG, review the table (s), use the topic search, try to figure out if there was an answer in the topic itself earlier.

PowerVR GXA6850 and GK20A (Kepler)

Subtly hinting, the GK20A (Kepler) is the GPU in Tegra K1, and the PowerVR GXA6850 GPU in A8X
Tables
ARM Mali
Imagination PowerVR
Nvidia tegra
Qualcomm Adreno
Explanation of the tables
Where there is a tilde symbol - ~, without a number next to it, this means that the data are not yet known. If it is ~ next to the number, then this means approximately, or inaccurately. If there is a dash - it means that this is simply not there. For example, if there is a dash in API support, OpenCL, this means that this GPU does not support any version of this standard at all.
Explanations of abbreviations and abbreviations specifically in these tables. Immediately I say, for details of what this or that unit is responsible for, refer to the link above (What you need to know about video cards).
Architecture. The microarchitecture on which this GPU is built.
Configuration. The ratio of shaders, TMU and ROP to the GPU.
Module, CUDA, shader, cluster, core, pipeline - a block involved in the execution of program shaders code. Shaders (both software and hardware) are vector, pixel and geometric. Hardware shaders can be unified, that is, one shader can execute any of 3 software shaders.
TMU (Texture Mapping Unit) - a block of texture mapping on objects. Engaged in filtering and sampling textures. From the count and the clock frequency at which these blocks operate directly depends on the speed of filling the textures (texels). For details, follow the link above.
ROP (Raster Operator Unit) - a block of raster operations. Responsible for writing pixels to memory (buffer). From the count and clock frequency of these blocks depends on the speed of filling pixels.
Fill rate Here, the fill rate of texels and pixels per clock is written. It differs from fill rate. What is the fill rate below.
Fillrate The actual fill rate of texels and / or pixels at a given clock frequency. Fillrate = fill rate (pixels or texels) * clock frequency. Written in Giga (1 billion) equivalent.
Calculation speed The speed of performing calculations at a given frequency. Directly dependent on the number of ALU units.
API support. The program graphic (or not (OpenCL)) libraries that the GPU supports are indicated here.
Data after which there is a question are not confirmed and are under consideration of their accuracy. If they are not accurate and / or are refuted, I will remove them from the table (s). Do not judge strictly. If you see incorrect data in the tables and you are sure that they are incorrect (you have proof and / or clear logical proof), indicate this to me in this thread of the forum, or with a message in QMS.

FPS
The actual frame rate in games

We are all accustomed to measuring smoothness in games (both computer and mobile) with a frame rate of a second. And, it seems, it looks right. But is it really? And in general, what is FPS? How is it calculated? And if it is not enough for a correct understanding of smoothness in games, what else is needed? We will talk about all this.

FPS

What is FPS?
Stands for Frames per second, which literally translates frames per second. This parameter indicates the number of exchangeable frames per unit time, in this case in the second. As you know, the more of them, the smoother the picture looks like, because the movement of objects on it there is a "slower", which simplifies the gameplay, or make it more comfortable, due to lower requirements for our speed of reaction to what is happening on the screen. It seems simple, yet why some parameters? The fact is, like the FPS is calculated, or rather where and which way he goes up to the user, because the footage depicts the GPU, rather than the screen.

Calculate the number of FPS and their path to the screen

As I said above, frame rendering (FPS) occurs in the GPU (when working with software game engine), and that is where it is calculated by different programs like Fraps on a PC or Gamebench mobile devices. The problem is that there is a problem frames, so-called "short", or incomplete frames and discarded frames. The first is so small and not durable (their "length" of 20 pixels or less), the duration (a couple of tens of milliseconds) of their location on the screen simply invisible to the human eye, although they stop frame are clearly visible. The usefulness of such personnel for the gamer is zero, but they are still there. This is called microshuttering. And just including them, Fraps and Gamebench figure is calculated FPS. By itself this figure is useless. The PC-game cobschestve it is called "corn" FPS. But then the question arises, where the lost are frames that do not reach the screen, and as they appear?
Here is a diagram of the path of the game scene (frame) to the gamer -
Attached Image
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(change MS DX to OpenGL ES)
At the stage of present (currently) measured by FPS. But the screen of the smartphone even as much as 4 steps. It is logical that not all frames can walk from the GPU to the screen. They may lose both because of the graphics library, and because of the drivers. That this response. Because of human imperfection (and often just lazy :), or lack of motivation), these two things are not ideal. Consequently, not all frames are considered Fraps and the FPS, really benefit and make the game smoother picture. So, in some cases, from them may be of little use. The appearance of such frames, see the link below in the spoiler FAQ. How to solve this problem? Indeed, in view of this situation, producers or GPU developers can easily deceive us, even without any synthetics. Even the number of frames, it is not an authority.
We need some way to see the uniformity of the frame for all the steps, from the game engine, up to the screen. Simple programs can not do. On a PC, this problem was solved by hardware-software complex FCAT, which is released in the spring of 2013 Nvidia. Several laboratories have them (overclockers.ru, iXBT.com, THG.ru). But how to solve this problem in our segment, the segment of mobile gaming? The only way to solve the problem would be similar complex, which will also determine the uniformity of the frame, with the video output. This can be realized if the output image wired manner on an external screen over HDMI, MHL, or any SlimPort. While this problem is not solved, and we only need to wait for its solution. Thank you all for your attention.


FAQ
FCAT Articles -iXBT.com Thg overclockers.ru
What is FPS -Wikipedia

The effect of memory bandwidth on the performance of a GPU -video memory bandwidth

GPU Thermal Thottling (actual) or how long the GPU will be able to produce normal performance
Android device
Lenovo Z2 Pro Android 4.4 -
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This graph is a vivid example of the expression of such a thing as the complete absence of throttling. An example for all manufacturers, how to make devices, especially phablets.
OPO Android 4.4 ----------
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Xiaomi Mi2S Android 4.4 ---
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LG Nexus 4 Android 5.0 CC -
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Shield Tablet Android 5.0 -
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MiPad Android 4.4 ---------
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LG G3 Android 5.0 ---------
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LG G3 Android 4.4 ---------
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SGA Android 4.4 ----------
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SGN4C Android 4.4 --------
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This is a clear example of how not to make devices. Throttling is just awful. In just 8-9 minutes, the performance of the device drops to about 44%, that is, more than half.
Abbreviations, explanations and conclusions
CC = Custom Core, i.e. custom core
OPO = OnePlus One CM11
LG Nexus 4 Android 5.0 CC (custom core HellsDoctorL13, GPU OC 487 MHz + underworld)
SGA = Samsung Galaxy Alpha Exynos 5430 Mali T628MP6
SGN4C = Samsung Galaxy Note 4 SM-N910C Exynos 5433 Mali T760MP6

Apple iOS devices
Apple iPhone 5S ----------
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SoC Reviews (general section)

SoC Reviews (CPU + GPU) as part of SoC and devices


Post has been editedVault13Dweller - 14.02.15, 20:40



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Adreno
Most of all games on it goes
Good speed
+ besides, this is a particle from the kualkomma)
Adreno 220 is now a very powerful solution, if not already the most top-notch.



Rep: (245)
PowerVr taxis. Although Andrid is quite hard to call a leader. Half the games for one, half for the other. And tegra is a useless thing. By the way, the GPU from the excinos, why not?



Rep: (1181)
If you take abstractedly from everything else, then the adreno is the most common and popular. Which means it is more preferable for those who are extra-hard.



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Yes, I also think so about adreno, but if all the games were ported to the tegra, it would look quite colorful and brighter



Rep: (338)
Adreno just got out at the expense of XPERIA Play, before that all the ports of iPhone in the first place went to PowerVR, were better optimized and offered better graphics.
Now in the benchmarks PowerVR 540 is in fact all the tears, and PowerVR 543 standing in Aipad 2 / iPhone 4c has no analogues.



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And I'm for Mali!



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Here holivar between the most common models, so there is no
Artyom Khoroshev @ 10.10.2011, 15:48*
GPU from eksinosa




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Does anyone know at all about the details of these same accelerators? And then I read that most of them are sharpened to a blunt polygon crushing machine, but it does not allow making any decent effects.



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zloy den
Well, yes, the same Adreno 200 can make you a stalker game geometry and pull it as much as 22 frames per second, but without any texture effects or anything.
Crazand,
Well, PowerVR SGX540 is weaker than Adreno 220;)



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NITROUSPEED, you go again? 25 people in the tehnotrepalka explained to you, but it seems useless ...



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The new Intel Atom D2500 / 2700 on 32nm tech process will have integrated PowerVR 545 graphics, which has hardware video decoding at a resolution of 1920 x 1080 pixels and support for Blu-ray 2.0.

Post has been editedCrazand - 12.10.11, 02:50



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And will it be compatible with x86?



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zloy den Well, if it stands there, it is compatible :) In fact, in the previous Atoms it costs PowerVR 535, only it is called GMA.

Post has been editedPicnik - 18.12.11, 10:43
Reason for editing: + from GooTRrest



Rep: (444)
Crazand,
Ahahahah: lol: Come on, you can argue)
Tests say that Adreno 220 is more powerful =) especially when the Kualcomm returned its stock and a half gigahertz, it overtook all the current GPUs except SGX543



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vse sosut. The dispute does not make sense, for their topIgor sinksIgor has no tegra (some ports from mayfuna) or the rest of the iron.



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Well, tegra has riptide gp, a fun toy by the way. It is clear that a drop in the sea



Rep: (12)
Crazand @ 10/12/2011, 08:27*
In fact, in previous Atoms is PowerVR 535

proofs !!! and in general - more technical nuances in thread.



Rep: (338)
NITROUSPEED @ 10/13/2011, 17:10*
Ahahahah: lol: Come on, you can argue)
Tests say that Adreno 220 is more powerful =) especially when the Kualcomm returned its stock and a half gigahertz, it overtook all the current GPUs except SGX543

The fact of the matter is that this is not a dispute, but a conversation with the wall, I'm sorry.

Attached Image


Your Adreno as usual far in the ass. What a fright 1.5GHz stock? Is there proof? Then OMAP4 is also not on its stock frequency ....... I imagine in what pope Adreno 220 will be, if they compare it with OMAP4460 also on the "sink" frequency.

Zabo @ 10/13/2011, 19:01*
proofs !!! and in general - more technical nuances in thread.

Catch !!! : D

Attached Image

http://vr-zone.com/articles/exclusive-inte...hics/12117.html

Post has been editedCrazand - 14.10.11, 06:59



Rep: (12)
Crazand,
Intel shame one. at their pace, armies will be picked out in full.


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