


That’s about a 36% decrease in performance over time. The lowest framerate in this roughly 30-minute test is 3960.9 frames, which works out to 63.9 frames per second. The longer test starts out high, but then decreases in performance significantly in the first couple of runs, and then starts to taper off near the end. For a comparative basis, if you run Manhattan 3.1 on the iPad the result is 100.79 frames per second on a single run, which is 6249 frames. GFXBench offers a battery rundown mode where Manhattan 3.1 is looped consecutively. But for gaming, sustained performance is important. Sustained ResultsĪs hinted to above, Apple offers significantly more peak performance from the GPU than sustained, which can be beneficial for computational GPU in the OS for various functions. The High settings show an 80% increase in performance with the iPad compared to the iPhone XS. The gap compared to the iPhone isn’t huge though at the Normal settings, indicating that the benchmark is getting CPU bottlenecked at low resolutions. We’re unsure right now if the Metal version uses half-precision shaders, but Kishonti's old benchmarks did, so it likely is here as well.
#Civ 6 ipad review pro#
Peak performance of the iPad Pro is far above any of the 15-Watt laptops we tested. For our purposes, we’ll disregard OpenGL on the desktop since it is well on its way out at this point. It is quite a bit more complex than their older tests, and Kishonti has created the test in all of the modern API: Vulkan, Metal, and OpenGL ES 3.2 for mobile, and on the desktop it is available in OpenGL, DX11, and DX12. The latest test from GFXBench is Aztec Ruins which offers both a normal mode in 1920x1080 resolution, as well as a high mode which is run at 2560x1440. On the graphics side though, the iPad Pro scores over double the AMD Ryzen 7 2700U with Vega, and unsurprisingly Intel’s UHD 620 GPU brings up the rear. Overall, the iPad Pro is well ahead of any of the PCs in this test, although the Physics test does show that the latest Intel CPUs still hold an edge over the iPad in this test.
#Civ 6 ipad review Pc#
On Windows, it uses DX11, and of course the precision is not the same across mobile and PC with the PC version running at 32-bit and OpenGL ES 2.0 only using 16-bit. Here is the first test we can use to compare against the PC, but unlike Sling Shot which uses Metal on iOS, this test relies on OpenGL ES 2.0. In the Physics result, which is more of a CPU test, the iPad Pro is still the highest result, but gap to the competition is much lower.Īlso of note is that this benchmark is extremely unreliable on the iPad, crashing most of the times it is run. It is well ahead of everything else in the mobile world. Despite having only 75% more GPU cores than the iPhone XS Max, the iPad Pro scores 164% higher in the graphics result, which will be down to the clockspeed of the GPU and increased memory bandwidth. Here is our first look at the GPU in the iPad Pro compared to the mobile competition. Please check out our iPhone XS review for Andrei’s deeper dive into this, but thanks to GPU compute transactional workloads in iOS, having high peak performance is a benefit even if it can’t be sustained over time. This has been an issue for years and has made it difficult easily compare any cross-platform benchmark against the PC.Īs with the iPhone, Apple’s peak GPU performance, even in the iPad, is still significantly higher than sustained performance. The iPad Pro would likely use half-precision for some of the GPU workload. If run at 16-bit, that number would double, in theory. An AMD Ryzen 2700U SoC has a Vega GPU which offers 1.66 TFLOPS of FP32 performance, in theory. Overall, that makes like-for-like PC comparisons difficult. We’ve seen some movement on the PC side to use half-precision GPUs for compute, but for gaming, that’s not currently the case. This is as oppposed to the mobile world, where power is an absolute factor for everything, Vertex shaders are typically 32bpc while Pixel and Compute shaders can often be 16bpc. But for better or worse, when the PC moved to unified shaders, the industry moved to FP32 for all GPU functions. In rough terms, the Xbox One S is roughly 1.4 TFLOPS at its peak. There’s now seven of the A12 GPU cores, compared to just four on the iPhone, and Apple claims the GPU in the iPad Pro is equivalent to an Xbox One S, although how they came to thise conclusion is difficult to say since we know so little about the underpinnings of the GPU. And with the larger surface area of the iPad compared to the phone, likely a higher frequency as well. Apple’s custom GPU in the iPad Pro is the same one found in the iPhone, but with more cores available.
