iOS Hardware Guide
来自U3D文档
Hardware models
The following list summarizes iOS hardware available in devices of various generations. Current device shader performance can compared on gfxbench which compares different hardware features using benchmarks.
iPhone Models
iPhone 3GS
- Screen: 320x480 pixels, LCD at 163ppi
- ARM Cortex A8, 600 MHz CPU
- PowerVR SGX535 graphics processor
- 256MB of memory
- 3 megapixel camera with video capture capability
- GPS support
- Compass support
iPhone 3GS: Shader-capable hardware, per-pixel-lighting (bumpmaps) can only be on small portions of the screen at once. Requires scripting optimization for complex games. This is the average hardware of the app market as of July 2012
iPhone 4
- Screen: 960x640 pixels, LCD at 326 ppi, 800:1 contrast ratio.
- Apple A4 1 GHz ARM Cortex-A8 CPU
- PowerVR SGX535 GPU
- 512MB of memory
- Rear 5.0 MP backside illuminated CMOS image sensor with 720p HD video at 30 fps and LED flash
- Front 0.3 MP (VGA) with geotagging, tap to focus, and 480p SD video at 30 fps
- GPS support
- Compass Support
iPhone 4S
- Screen: 960x640 pixels, LCD at 326 ppi, 800:1 contrast ratio.
- Apple A5 Dual-Core 1 GHz ARM Cortex-A9 MPCore CPU
- Dual-Core PowerVR SGX543MP2 GPU
- 512MB of memory
- Rear 8.0 MP infra-red cut-off filter, back-illuminated sensor, 1080p HD videos at 30 fps.
- Front 0.3 MP (VGA) with geotagging, tap to focus, and 480p SD video at 30 fps
- GPS support
- Compass Support
The iPhone 4S, with the new A5 chip, is capable of rendering complex shaders throughout the entire screen. Even image effects may be possible. However, optimizing your shaders is still crucial. But if your game isn’t trying to push limits of the device, optimizing scripting and gameplay is probably as much of a waste of time on this generation of devices as it is on PC.
iPhone 5
- Screen: 1136x640 pixels, LCD at 326 ppi.
- Apple A6 Dual-Core 1.3 GHz Apple-designed ARMv7s CPU
- Triple-Core PowerVR SGX543MP3 GPU
- 1GB LPDDR2 of memory
- Rear 8.0 MP infra-red cut-off filter, back-illuminated sensor, 1080p HD videos at 30 fps.
- Front 1.2 MP tagging, tap to focus, and 720p SD video at 30 fps
- GPS support
- Compass Support
iPhone 5S
- Screen: 4" 1136x640 pixels, LCD at 326 ppi.
- Apple A7 Dual-Core 1.3 GHz Apple-designed ARMv8 64-bit CPU
- M7 Motion Coprocessor
- Four Cluster PowerVR G643 GPU
- 1GB LPDDR3 of memory
- Rear 8.0 MP infra-red cut-off filter, back-illuminated sensor, 1080p HD videos at 30 fps.
- Front 1.2 MP tagging, tap to focus, and 720p SD video at 30 fps
- GPS and GLONASS support
- Compass Support
- Three-axis gyro
- Proximity sensor
- Ambient light sensor
- Touch ID Fingerbringt identity sensor
iPhone 6(+)
- Screen iPhone6: 4.7" 1134x750 pixels, LCD at 326 ppi.
- Screen iPhone6+: 5.5" 1920x1080 pixels, LCD at 401 ppi.
- Apple A8 Dual-Core 1.4 GHz Apple-designed ARMv8-A 64-bit CPU
- M8 motion coprocessor
- Quad-Core PowerVR GX6450 GPU
- 1GB LPDDR3 of memory
- Rear 8.0 MP infra-red cut-off filter, back-illuminated sensor, 1080p HD videos at 60 fps.
- Front 1.2 MP tagging, tap to focus, and 720p SD video at 30 fps
- GPS and GLONASS support
- Compass Support
- Three-axis gyro
- Proximity sensor
- Ambient light sensor
- Touch ID Fingerbringt identity sensor
- NFC
iPod Touch Models
iPod Touch 3rd generation
- Screen: 320x480 pixels, LCD at 163ppi
- Samsung S5L8920, 833MHz (underclocked to 600MHz) ARM Cortex-A8 CPU
- PowerVR SGX535 graphics processor
- 256MB DRAM
iPod Touch 3rd gen: Shader-capable hardware, per-pixel-lighting (bumpmaps) can only be on small portions of the screen at once. Requires scripting optimization for complex games. This is the average hardware of the app market as of July 2012
iPod Touch 4th generation
- Screen: 960x640 pixels, LCD at 326 ppi, 800:1 contrast ratio.
- Apple A4 1 GHz (underclocked to 800MHz) ARM Cortex-A8 CPU
- PowerVR SGX535 GPU
- 256MB DRAM
- Rear 0.7 MP CMOS image sensor with 720p HD video at 30 fps and LED flash
- Front 0.3 MP (VGA) with geotagging, tap to focus, and 480p SD video at 30 fps
iPod Touch 5th generation
- Screen: 1136x640 pixels, LCD at 326 ppi
- Apple A5 Dual-Core 1GHz (underclocked to 800MHz) ARM Cortex-A9 MPCore CPU
- Dual-Core PowerVR SGX543MP2 GPU
- 512MB of memory
- Rear 5.0 MP backside illuminated CMOS image sensor with 1080p HD video at 30 fps, face detection and video stabilization.
- Front 1.2 MP with geotagging, tap to focus, and 720p HD video at 30 fps
iPad Models
iPad
- Screen: 1024x768 pixels, LCD at 132 ppi, LED-backlit.
- Apple A4 1 GHz MHz ARM Cortex-A8 CPU
- PowerVR SGX535 GPU
- 256MB DDR Ram
- GPS support
- Accelerometer, Proximity Sensor, Ambient Light Sensor, Magnetometer
- Wifi + Blueooth 2.1 + (3G Cellular HSDPA, 2G cellular EDGE on the 3G version)
- Mechanical keys: Home, sleep, function switch, volume.
iPad: Similar to iPod Touch 4th Generation and iPhone 4.
iPad 2
- Screen: 1024x768 pixels, LCD at 132 ppi, LED-backlit.
- Apple A5 Dual-Core 1 GHz ARM Cortex-A9 MPCore CPU
- Dual-Core PowerVR SGX543MP2 GPU
- 512MB DDR2 Ram
- GPS support
- Accelerometer, Three-axis Gyro, Proximity Sensor, Ambient Light Sensor, Magnetometer
- Wifi + Blueooth 2.1 + (3G Cellular HSDPA, 2G cellular EDGE on the 3G version)
- Mechanical keys: Home, sleep, function switch, volume.
iPad2: The A5 can do full screen bumpmapping, assuming the shader is simple enough. However, it is likely that your game will perform best with bumpmapping only on crucial objects. Full screen image effects still out of reach. Scripting optimization less important.
iPad (3rd generation)
- Screen: 2048x1536 pixels, LCD at 264 ppi, LED-backlit.
- Apple A5X
- Dual-Core 1 GHz ARM Cortex-A9 MPCore CPU
- Quad-Core PowerVR SGX543MP4 GPU
- 1GB LPDDR2 Ram
- GPS and GLONASS support
- Accelerometer, Three-axis Gyro, Proximity Sensor, Ambient Light Sensor, Magnetometer
- Wifi + Blueooth 4.0 + (LTE, 3G Cellular HSDPA, 2G cellular EDGE on the 3G version)
- Mechanical keys: Home, sleep, function switch, volume.
The iPad 3 has been shown to be capable of render-to-texture effects such as reflective water and fullscreen image effects. However, optimized shaders are still crucial. But if your game isn’t trying to push limits of the device, optimizing scripting and gameplay is probably as much of a waste of time on this generation of devices as it is on PC.
iPad (4th generation)
- Screen: 2048x1536 pixels, LCD at 264 ppi, LED-backlit.
- Apple A6X Dual-Core 1.4 GHz Apple Swift
- Quad-Core PowerVR SGX554MP4 GPU
- 1GB LPDDR2 Ram
- GPS and GLONASS support
- Accelerometer, Three-axis Gyro, Proximity Sensor, Ambient Light Sensor, Magnetometer
- Wifi + Blueooth 4.0 + (LTE, 3G Cellular HSDPA, 2G cellular EDGE on the 3G version)
- Mechanical keys: Home, sleep, function switch, volume.
iPad Air
- Screen: 2048x1536 pixels, LCD at 264 ppi, LED-backlit.
- Apple A7 Dual-Core 1.4 GHz Apple Cyclone
- Quad-Core PowerVR G6430 GPU
- M7 Motion Coprocessor
- 1GB LPDDR3 Ram
- GPS and GLONASS support
- Accelerometer, Three-axis Gyro, Proximity Sensor, Ambient Light Sensor, Magnetometer
- Wifi + Blueooth 4.0 + (LTE, 3G Cellular HSDPA, 2G cellular EDGE on the 3G version)
- Mechanical keys: Home, sleep, function switch, volume.
iPad Air 2
- Screen: 2048x1536 pixels, LCD at 264 ppi, LED-backlit.
- Apple A8X 1.5 GHz tripple-core
- Hex-Core PowerVR GX6650 GPU
- M8 Motion Coprocessor
- 2GB LPDDR3 Ram
- GPS and GLONASS support
- Accelerometer, Three-axis Gyro, Proximity Sensor, Ambient Light Sensor, Magnetometer
- Wifi + Blueooth 4.0 + (LTE, 3G Cellular HSDPA, 2G cellular EDGE on the 3G version)
- Mechanical keys: Home, sleep, function switch, volume.
iPad Mini
- Screen: 1024x768 pixels, LCD at 163 ppi, LED-backlit.
- Apple A5 Dual-Core 1 GHz ARM Cortex-A9
- Dual-Core PowerVR SGX543MP2 GPU
- 512MB DDR2 Ram
- GPS and GLONASS support
- Accelerometer, Three-axis Gyro, Proximity Sensor, Ambient Light Sensor, Magnetometer
- Wifi + Blueooth 4.0 + (LTE, 3G Cellular HSDPA, 2G cellular EDGE on the 3G version)
- Mechanical keys: Home, sleep, function switch, volume.
iPad Mini 2
- Screen: 2048x1536 pixels, LCD at 326 ppi, LED-backlit.
- Apple A7 Dual-Core 1.3 GHz Apple Cyclone
- Quad-Core PowerVR G6430 GPU
- 1GB LPDDR3 Ram
- GPS and GLONASS support
- Accelerometer, Three-axis Gyro, Proximity Sensor, Ambient Light Sensor, Magnetometer
- Wifi + Blueooth 4.0 + (LTE, 3G Cellular HSDPA, 2G cellular EDGE on the 3G version)
- Mechanical keys: Home, sleep, function switch, volume.
iPad Mini 3
- Screen: 2048x1536 pixels, LCD at 326 ppi, LED-backlit.
- Apple A7 Dual-Core 1.3 GHz Apple Cyclone
- Quad-Core PowerVR G6430 GPU
- 1GB LPDDR3 Ram
- GPS and GLONASS support
- Accelerometer, Three-axis Gyro, Proximity Sensor, Ambient Light Sensor, Magnetometer
- Wifi + Blueooth 4.0 + (LTE, 3G Cellular HSDPA, 2G cellular EDGE on the 3G version)
- Mechanical keys: Home, sleep, function switch, volume.
Graphics Processing Unit and Hidden Surface Removal
The iPhone/iPad graphics processing unit (GPU) is a Tile-Based Deferred Renderer. In contrast with most GPUs in desktop computers, the iPhone/iPad GPU focuses on minimizing the work required to render an image as early as possible in the processing of a scene. That way, only the visible pixels will consume processing resources.
The GPU’s frame buffer is divided up into tiles and rendering happens tile by tile. First, triangles for the whole frame are gathered and assigned to the tiles. Then, visible fragments of each triangle are chosen. Finally, the selected triangle fragments are passed to the rasterizer (triangle fragments occluded from the camera are rejected at this stage).
In other words, the iPhone/iPad GPU implements a Hidden Surface Removal operation at reduced cost. Such an architecture consumes less memory bandwidth, has lower power consumption and utilizes the texture cache better. Tile-Based Deferred Rendering allows the device to reject occluded fragments before actual rasterization, which helps to keep overdraw low.
For more information see also:-
- Apple Notes on iPhone/iPad GPU and OpenGL ES
- Apple Performance Advices for OpenGL ES in General
- Apple Performance Advices for OpenGL ES Shaders
SGX series
Starting with the iPhone 3GS, newer devices are equipped with the SGX series of GPUs. The SGX series features support for the OpenGL ES2.0 and newer devices support the OpenGL ES3.0 rendering API and vertex and pixel shaders. The Fixed-function pipeline is not supported natively on such GPUs, but instead is emulated by generating vertex and pixel shaders with analogous functionality on the fly.
The SGX series fully supports MultiSample anti-aliasing.
Texture Compression
The only texture compression format supported by iOS is PVRTC. PVRTC provides support for RGB and RGBA (color information plus an alpha channel) texture formats and can compress a single pixel to two or four bits.
The PVRTC format is essential to reduce the memory footprint and to reduce consumption of memory bandwidth (ie, the rate at which data can be read from memory, which is usually very limited on mobile devices).
Vertex Processing Unit
The iPhone/iPad has a dedicated unit responsible for vertex processing which runs calculations in parallel with rasterization. In order to achieve better parallelization, the iPhone/iPad processes vertices one frame ahead of the rasterizer.
Unified Memory Architecture
Both the CPU and GPU on the iPhone/iPad share the same memory. The advantage is that you don’t need to worry about running out of video memory for your textures (unless, of course, you run out of main memory too). The disadvantage is that you share the same memory bandwidth for gameplay and graphics. The more memory bandwidth you dedicate to graphics, the less you will have for gameplay and physics.
Multimedia CoProcessing Unit
The iPhone/iPad main CPU is equipped with a powerful SIMD (Single Instruction, Multiple Data) coprocessor supporting either the VFP or the NEON architecture. The Unity iOS run-time takes advantage of these units for multiple tasks such as calculating skinned mesh transformations, geometry batching, audio processing and other calculation-intensive operations.
iOS Hardware Guide的更多相关文章
- A Full Hardware Guide to Deep Learning
A Full Hardware Guide to Deep Learning Deep Learning is very computationally intensive, so you will ...
- A Full Hardware Guide to Deep Learning深度学习电脑配置
https://study.163.com/provider/400000000398149/index.htm?share=2&shareId=400000000398149( 欢迎关注博 ...
- Unity3D Optimizing Graphics Performance for iOS
原地址:http://blog.sina.com.cn/s/blog_72b936d801013ptr.html icense Comparisons http://unity3d.com/unity ...
- Performance Optimization (2)
DesktopGood performance is critical to the success of many games. Below are some simple guidelines f ...
- Unity3D用户手册
Unity Manual 用户手册 Welcome to Unity. 欢迎使用Unity. Unity is made to empower users to create the best int ...
- 七个要素帮你打造现象级手游!优化程度堪比《QQ飞车》
欢迎大家前往腾讯云+社区,获取更多腾讯海量技术实践干货哦~ 本文由WeTest质量开放平台团队发表于云+社区专栏 作者:申江涛,腾讯互娱客户端工程师 商业转载请联系腾讯WeTest获得授权,非商业转载 ...
- 60帧的丝般顺畅 - QQ飞车手游优化点滴
WeTest 导读 加入项目组的这段时间主要是承担性能优化这块的工作,同时也会去实现一些场景材质.特效材质以及工具.今天就性能优化这块分享一下个人的经验. 设备等级划分 设备等级划分是一切优化,LOD ...
- AngularJS 之iOS 移动 APP 混合开发(原生+JS)
Ionic 简介 Ionic框架是什么 Ionic 是目前最有潜力的一款 HTML5 手机应用开发框架.通过 SASS 构建应用程序,它 提供了很多 UI 组件来帮助开发者开发强大的应用. 它使用 J ...
- 移动Web轮播图IOS卡顿的问题
晚饭前,被测试吐槽说,banner轮播手动左右滑的时候会卡顿.我一看不科学啊,大水果手机怎么会卡顿.我一看测试手中拿的是iPod,我觉得大概是这小玩意性能不强悍,后来又拿来5S,依然会卡顿,有趣的是, ...
随机推荐
- virtualbox centos安装增强工具和问题详解
virtualbox centos安装增强工具和问题详解 VirtualBox 大家都习惯性把它简称为 Vbox ,比 VM 的体积小.开源.速 度快.不过在使用 VirtualBox 在虚拟机中安装 ...
- Spring Cloud 入门 之 Feign 篇(三)
原文地址:Spring Cloud 入门 之 Feign 篇(三) 博客地址:http://www.extlight.com 一.前言 在上一篇文章<Spring Cloud 入门 之 Ribb ...
- 【python】实例-判断用户输入数字的类型
num=input("please input the num: ") print "the number your input is: "+str(num) ...
- IE浏览器中overflow:hidden无效,内层元素超出外层div的解决方法
原文地址:http://www.xin126.cn/show.asp?id=2624 在用css布局的时候,用IE浏览器(ie6.ie7.ie8)预览,有时候会出现内层元素(内部DIV.图片等)超出外 ...
- ROS的工作模式和ESXI网卡工作模式的关系
1.ROS网卡如果工作在桥接模式,那么ESXI网卡的工作模式必须设置为Promiscuous Mode(混杂模式)和Forged Transmits(伪传输)这两个必须都为开启状态,如下: 这种情况, ...
- 学学Gearman
通常,多语言多系统之间的集成是个大问题,一般来说,人们多半会采用WebService的方式来处理此类集成问题,但不管采用何种风格的WebService,如RPC风格,或者REST风格,其本身都有一定的 ...
- 长沙雅礼中学集训-------------------day2
怎么说呢,今天的题特别的神奇,因为emmmmmm,T1看不懂(一直到现在还没有理解明白期望概率什么的),T2题面看不懂+扩展欧几里得求逆元怎么求我忘了,T3哇,终于看懂一题了,然而写了个50分的程序但 ...
- 大数据量表中,增加一个NOT NULL的新列
这次,发布清洗列表功能,需要对数据库进行升级.MailingList表加个IfCleaning字段,所有的t_User*表加个IfCleaned字段. 脚本如下 对所有的t_User表执行 a ...
- Hadoop使用场景
Hadoop使用场景: 大数据量存储:分布式存储 日志处理: Hadoop擅长这个 海量计算: 并行计算 ETL:数据抽取到oracle.mysql.DB2.mongdb及主流数据库 使用HBase做 ...
- 第一个python抓取单网页的例子
#!/usr/bin/env python # coding=utf-8 import requests from bs4 import BeautifulSoup import pymysql im ...