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Explain why rMBP may struggle with Retina but iPad doesn't
So I have a 13" rMBP that works great, but am seeing a ton of threads on here about the Retina MBP's struggling to handle so many pixels, etc.
My question is why is this not the same issue with a retina iPad? I mean, the iPad has a pixel doubled 2048x1536 display and does not have an Ivy Bridge chip clocked at 2.5GHz or higher. Nor does it have 8GB of RAM. Can someone explain why the iPad has no lag issues and the seemingly much more powerful rMBP's may struggle?
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13" MacBook Pro with Retina display, 2.5GHz Intel Core i5, 8GB memory, 128GB flash storage, 1TB Time Capsule, 16GB iPhone 5 |
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#2 |
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Because they run different OS and are designed to handle quite different tasks. Applications on the iPad are also optimized to run on limited resources. It really doesn't make much sense to compare these two devices... they really serve quite different purposes / are used differently.
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13" Macbook Pro with Retina Display, 2.9Ghz, 768GB SSD iPad 4 ( white ), 64GB, WiFi + Cellular iPhone 5 ( white and silver ), 64GB |
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#3 |
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Not only do the two devices run completely different OSes, but the number of pixels pushed by each machine is vastly different:
rMBP (15"): 2880 x 1800 resolution (5184000 pixels) rMBP (13"): 2560 x 1600 resolution (4096000 pixels) iPad (3rd/4th Generation): 2048 x 1536 resolution (3145728 pixels)
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Retina MacBook Pro - 2.3/8/256
iPad (2012) 64GB w/ LTE iPhone 5 |
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#4 |
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Because Apple don't spend much time or much resource on their graphics drivers for OS X.
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#5 |
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Somewhere there is an Xbox analogy.
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Mac Pro W3680, GTX 680 2GB, 12GB DDR3, SSD; MBP Mid 2012, 2.6GHz Core i7, 16GB DDR3, SSD |
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#6 |
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From what I understand, it's because there's a lot more scaling (which is more CPU/GPU intensive) involved in OS X and Retina than the native resolution of iOS at Retina.
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#7 |
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As someone pointed out, it's because the rMBP has to scale and then rescale the entire screen on each (rendering) pass. I'm sure there's some neat tricks they're doing to optimize this (texture caching I'm guessing... probably why there's more shared VRAM in the rMBP 13").
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#8 | |
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It was my understanding that iOS is just a touch-friendly front with the core being OS X.
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13" MacBook Pro with Retina display, 2.5GHz Intel Core i5, 8GB memory, 128GB flash storage, 1TB Time Capsule, 16GB iPhone 5 |
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#9 | |
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iOS doesn't work the same way OSX does ( if it were, we could use at least some OSX applications directly on iPhone and iPad without having to develop an iOS version specifically for the mobile devices ). As others have pointed out, OSX constantly scales the content before rendering the final screen ( no matter which resolution you have set... be it even "best for retina" ), which of course impacts overall performance. The scaling mechanisms / algorithms will most likely improve over time, but I doubt anyone can say "how much exactly will things improve and when exactly".
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13" Macbook Pro with Retina Display, 2.9Ghz, 768GB SSD iPad 4 ( white ), 64GB, WiFi + Cellular iPhone 5 ( white and silver ), 64GB |
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#10 | ||
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Quote:
Also, please refer to my post about his very topic here: Quote:
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#11 |
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A desktop OS is designed to allow multitasking. It may contain an entire world of processes aimed at finalize as much horsepower as possible.
iOS contains a small but critical part of OS X. This doesn't absolutely mean they share deeper roots.
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Automatic Fans: UltraFan |
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#13 | |
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And as to video memory requirement, its also really clear that the HiDPI mode will require significantly more RAM for textures. However, that's not 'that much'. A fullscreen 2880*1800 texture is 20MB. If we assume that the active cache consists of 20x that much data, we still nee 'only' around 400MB. My WindowServer currently occupies around 800MB of data (retina 15" inch, HiDPI 1680x1050 mode). And for the HD 4000, it does not matter whether the texture resides in the VRAM or system RAM, the two are the same thing anyway. |
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