quote: Oh and also, the number of pixels is absolutely irrelevant when comparing GPU's in terms of benchmarks, so that argument of yours is also a nonsense.
quote: Otherwise, you would end up with ridiculous conclusions like a far superior and faster GPU in every case being labelled as inferior, and we wouldn't want such delusion, would we?
quote: It's only non-relevant if the iPad3 will run at lower resolution, which it wont.
quote: This is similar to how the iPhone4 GPU benchmarked lower than the iPhone3GS. This was due to the screen resolution doubling (sound familiar?) while using the same exact GPU.
quote: So while the MP4 is certainly faster , the only thing that matters is real world use. And you have to take that higher resolution into account. You don't test at lower resolution to try to compare, you test exactly how the devices are meant to be used.
quote: And in the end, with the iPad3, you'll get a screen that is much higher resolution, looks better, and still has a graphics advantage over currently released Android tablets. I just think it's not going to be as rosy as Apple claims.
quote: Screen resolution doubled (4x more pixels). If the new improved GPU system (including memory, speed, etc) can't push all those pixels fast enough, the user experience is going to be compromised (eg, laggy operation). It doesn't matter if it's twice as fast at the same lower resolution, it only matters if it can handle the new higher resolution and provide the same or better experience. So in a nutshell, we absolutely want to see if the new GPU can't keep up. Users don't care about theoretical performance at lower resolution, they only care if their shiny new toy works better than their old one.
quote: Keep in mind that with GLBenchmark 2.0 we still cannot run at any resolution than native – in this case 800x480 (WVGA) – and the same applies for other devices in the suite, they're all at respective native resolutions.The reason for the iPhone 4 lagging iPhone 3GS is display resolution, which unfortunately right now we can't test at anything other than native.<\quote>
quote: they're all at respective native resolutions. GLBenchmark 3.0 will fix this somewhat with the ability to render into an off-screen buffer of arbitrary size.
quote: You don't understand how GPU's are benchmarked, then.
quote: I understand completely.
quote: You don't understand that people don't care about benchmarks on equal footing
quote: The only thing that matters is if the new part works better at the higher resolution.
quote: Your comment below about testing an engine on equal ground shows your complete lack of knowledge on the real world. The whole package matters, not trying to interpret the sum of it's components.