Here is something interesting (strange) that I just found. Look at the discrepancies in the below images.
This image is from
appleinsider.com showing the "latest" OpenGL ES 3.0 rendering fps benchmarks using the GFXBench App. What's not being mentioned, if were these results from 8.0 or 8.0.2.
Image
You'll notice in these results the PLUS looks horrendous in onscreen testing compared to the 5S.
The reason I question this, is because I'm finding different numbers altogether when looking for comparisons on my 4S. Download GFXBench for yourself ESPECIALLY if you have a PLUS and run some tests. Here is what I'm seeing.
The PLUS is showing:
Manhattan: 1941 vs. 1177
1080p Manhattan Offscreen: 1158 vs. 1189
T-Rex: 2933 vs. 2326
1080p T-Rex Offscreen: 2505 vs. 2391
((The second number is from AppleInsiders image, the first number is from the app itself))
Can anyone explain why these discrepancies exist? Also, what's the possibility anyone has GFXBench on their PLUS and their 6 to do some comparisons of their own?
Again, I know Benchmark tests are just that, benchmarks. But I'm trying to put together as complete a picture (no pun intended) as possible regarding the PLUS and it's potential limitations. Apple has been known to put out duds here and there, but I would be hard pressed to believe their very first dive into the "phablet" would be a flop when so much is riding on it.
Do these bench tests have no real basis because they're rendering at 1080, or is that why they specify "on screen" and "off screen" results. If this were the case, wouldn't developers (knowingly) develop games specifically for the PLUS to optimize performance, or does this become too much work on their end?
I'm sorry if these questions have been answered already or in different ways and I'm not just understanding them. This is a very complicated thing as far as I can tell and the above discrepancies in the numbers confused me even more.
This from the article
"The downside is that iPhone 6 Plus has to render more pixels than it actually has, and it already has nearly three times as many as last year's iPhone 5s. With so many more pixels to push, the new phone can't always beat the "frames per second" performance of iPhone 5s at its native resolution."
Image
You'll notice however, that these numbers differ from what I'm seeing on my GFXBench App. If we used my numbers, the results would look closer to this.
iPhone 6 Plus difference vs. 5S from the NEW numbers I'm finding from the APP itself
Manhattan Onscreen is a 28% INCREASE, not 22% decrease
Offscreen is a 46% increase, not a 51% increase
T-Rex Onscreen is a 28% increase, not a 2% increase
Offscreen is a 55% increase, not a 49% increase
iPhone 6 differences
Manhattan Onscreen is a 22% INCREASE, not 9% decrease
Offscreen is a 39% increase, not a 43% increase
T-Rex Onscreen is a 25% increase, not a 22% increase
Offscreen is a 48% increase, not a 49% increase
You'll notice the PLUS still fairs better than the 6 in these tests and you'll also note that the PLUS doesn't have that 22% decrease as was stated previously.
So, WHAT CHANGED?! How and why were these original numbers so skewed. This makes it look CLEAR that we're looking at a software issue not yet fully utilizing the new hardware that's causing these issues.
Thoughts?!
Thanks guys! Love this board.