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Benchmarking computer performance has always been a complex mix of
science and art. Coming up with a representative workload reflecting
single and multiple users, turning compilers fairly, and really
evaluating a mix of processor, memory, and I/O performance across
architectures is tough.
The one slam on benchmarking has always been whether the effort is
synthetic. Many a developer selected a computer and OS based on a
benchmark to find out their real-world application mix was nothing like
the benchmark, and performance was wildly different. In the PC and
server space, SPEC does a pretty good job of coming up with a mix that stresses different subsystems, and for embedded processors there's EEMBC with a suite of tests.
There was a day when to test a PC, one fired up Flight Simulator, and
eventually as graphics effects become even more complex, Doom became
the standard. By tweaking the effects knobs, one could get a
reproducible feeling of how good a machine was at certain settings, and
where it would roll over like the Lusitania as the complexity was
cranked up. A couple FPS in multiplayer gaming is a big deal.
I'm writing this series over at SemiWiki.com on mobile processors,
trying to answer if what's inside the tablet or phone really matters, at
least when comparing new processors and roadmaps. We are finding no
good absolute way to compare performance, and it's setting off some
interesting debate.
Apple went on air claiming their graphics in the new iPad was 4x
faster than anything based on an NVIDIA Tegra 3. NVIDIA shot back that 4
cores are a whole lot faster than 2, and that Apple's graphics aren't
nearly that much faster. There's a whole line of thinking that the benchmarks aren't even exploring the multicore CPU and GPU features,
for either side. To make matters worse, evaluation of iOS and Android
on even footing is difficult, and we may really be opening a kettle of
fish when Windows Phone 8 and (possibly) BlackBerry 10 step into the
mix.

The widely accepted visual benchmark is GLBenchmark, which can be run on both iOS and Android devices. There are a whole raft of CPU tests for Android including AnTuTu, Quadrant, Rightware's BasemarkOS and EEMBC's latest AndEBench. One of the few benchmarks that actually runs on both iOS and Android is GeekBench.
But the debate is on. Does a benchmark that plays 720p frames off
screen really test what a tablet does? Is there a point to getting all 4
cores to turn on when 99% of the day is spent with only 1 or 2 cores
running? These aren't multiuser machines we're testing. Users are doing
things like syncing email and social updates in background. When one
plays a movie, one's attention is fixed there, and past a certain frame
rate and without network lag, it all looks good - at least until you
compare the retina display of a new iPad or the AMOLED of a Samsung
device to something else.
Tablets are also moving to become the new gaming platform. The Sony
PlayStation Vita is very likely the last of it's kind: a dedicated
handheld game console. We haven't seen games optimized for the current
crop of tablets and their GPU capability.
While Angry Birds is the mobile acceptance benchmark, the pig
explosions don't stress a system. There are new games starting to show
up that do. Riptide GP has been tossed out there as one possible contender that runs on several platforms.
Image: Riptide GP courtesy Vector Unit
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