What do you mean it isn't set up that way?
Please refer to your statement that you posted regarding my response. You commented on a theoretical setup stating
"
if the iPad 3 only had an SGX543MP2 it'd be running Infinity Blade 2 (at ~1430x1050) at about 17 FPS..."
I'm only interested in data we can test and confirm in real world, as I'm certain I've clarified, I'm not a bit interested in theoretical performance.
The PowerVR SGX543MP4 is twice as powerful as the PowerVR SGX543MP2. The former is powering a screen resolution which is twice that of the latter, and in some games, like Real Racing 2 or Modern Combat 3, it'll be more than enough to power them at 2048x1536 smoothly, but in others like Infinity Blade 2 which have heavy shaders, will have to run at about 1536x1152, which is exactly double the pixels and the performance you'd expect (on paper) from adding another two SGX543's.
Just looking at the GPU's where 4 cores > 2 cores where each core is identically the same, mathematically in that regard you're correct, but that's not what I'm talking about nor concerned about. The result of the cores' performance in conjunction with other necessary hardware and software, at all levels, are what determines the actual resulting performance. The GPU cores alone don't do all the work required for the user to experience graphics, I hope I'm being clear about this.
I'm not saying the iPad 3 is twice as fast is the iPad 2, in fact it's slower (in certain games) if you take into account the higher resolution, all I'm saying is that the reason the iPad 3 wasn't showing a two fold improvement in GLBenchmark over the iPad 2, at the same resolution, is because it's bottlenecked. At 2048x1536, you won't see the same thing.
Bingo. You had it right then went back into the irrelevancy of relying on benchmarks to tell the whole story.
Theoretically, there's no reason why
all games shouldn't perform twice as fast on the iPad 3 after all it has twice the graphics cores as the iPad 2, however as you indicated that's simply not the case, there's other factors involved that helps to determine overall real-world performance.
GLBenchmark, as I stated much earlier, is just a specific set if circumstances packaged into a single app. It's not the end-all of discussions as it doesn't tell anyone everything they need to know. You say it's being
bottlenecked but I'm saying you haven't provided any data as to how you formed that conjecture. I'm with you if all you're saying is that performance isn't likely at the full potential of what all 4 VR cores can provide, but how can you say it's being bottlenecked without showing any proof that it is?
I'll make this very clear. Nobody I know of buys an iPad to run GLBenchmark as their primary purpose. Using your example of playing Infinity Blade 2, I can better accept someone buying an iPad just to play that game. So is the user concerned more about the performance of his/her iPad in GLBenchmark or is he/she more concerned with the actual performance/experience while playing Infinity Blade 2?
A software developer is unqualified to make that determination because you don't have enough of an understanding of what's really going on within the hardware and/or the combination of hardware and software.