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And that's EXACTLY what I was looking for, a technical answer that makes sense.

So you're saying if a game is running at NATIVE resolution, it will POTENTIALLY stutter because the GPU is clearly working twice as hard as the 6 due to pixel count and density. HOWEVER, if a game is running the game at a lower resolution, the PLUS will beat both the 5S and the 6 in performance.

Very very interesting and GOOD TO KNOW!!!

:apple:
Yes, in order to achieve the same frame rates on the Plus developers would have to use lower and upscaled resolution. Regular users are not gonna notice that anyways. It's not a huge TV screen to begin with.
 
So, just to be clear, unless I'm playing games on this thing I'm not going to see the difference... and even then, I may not see it either. So if this is exclusively for web browsing, Facebooking, text messaging, etc... I'll get a good two to three years out of this device.

:apple:
 
So, just to be clear, unless I'm playing games on this thing I'm not going to see the difference... and even then, I may not see it either. So if this is exclusively for web browsing, Facebooking, text messaging, etc... I'll get a good two to three years out of this device.

:apple:

The OpenGL and Metal libraries have APIs accessible to devs to render their apps at the screen resolution (1920x1080) rather than the native resolution (2208x1242). This would avoid the downscaling. This is also why the new GFXBench puts the iPhone 6 Plus right around the iPhone 6. It tests rendering at 1080p as opposed to the native resolution. As long as devs render at screen resolution, the iPhone 6 Plus should be equivalent to the iPhone 6.
 
The OpenGL and Metal libraries have APIs accessible to devs to render their apps at the screen resolution (1920x1080) rather than the native resolution (2208x1242). This would avoid the downscaling. This is also why the new GFXBench puts the iPhone 6 Plus right around the iPhone 6. It tests rendering at 1080p as opposed to the native resolution. As long as devs render at screen resolution, the iPhone 6 Plus should be equivalent to the iPhone 6.


Exactly.
 
The OpenGL and Metal libraries have APIs accessible to devs to render their apps at the screen resolution (1920x1080) rather than the native resolution (2208x1242). This would avoid the downscaling. This is also why the new GFXBench puts the iPhone 6 Plus right around the iPhone 6. It tests rendering at 1080p as opposed to the native resolution. As long as devs render at screen resolution, the iPhone 6 Plus should be equivalent to the iPhone 6.
Wrong.
GFX doesn't put the Plus around the 6 when it runs at their native resolution.
It's only the same when they both run at the 5S resolution, which is the only option available in the user version of this app.
Check Anandtech and see their native resolution results in their developer version of this app.
 
Wrong.
GFX doesn't put the Plus around the 6 when it runs at their native resolution.
It's only the same when they both run at the 5S resolution, which is the only option available in the user version of this app.
Check Anandtech and see their native resolution results.

Not wrong. Reread my post. I said GFX places the 6 plus around (even above) the 6 when rendering at SCREEN resolution, not native. Anandtech shows GFX results from NATIVE resolution, NOT screen. 1080p is not the native resolution of the 6 plus.
 
This is all far more cut and dry then most of you are thinking.

If you game on a iPad them you are seeing a ton of this up scaling in games already. Most games are rendering at a lower resolution and up scaling to fill the screen.

In many cases the up scaling isn't noticeable for games since everything is always moving. Techniques like antialiasing help reduce many of the artifacts of up scaling.

Developers will need probably need to do some some minor revisions to hit the correct display target, and do some QA.

Seems like most games have been updated to run well, or are running better then they were before.
 
Not wrong. Reread my post. I said GFX places the 6 plus around (even above) the 6 when rendering at SCREEN resolution, not native. Anandtech shows GFX results from NATIVE resolution, NOT screen. 1080p is not the native resolution of the 6 plus.

It still renders everything at 2208*1242.
All the workarounds would be using lower resolution while upscaling, which I already mentioned some posts above.
It has been already done a lot by developers for the iPad 3. The Plus is the same in this regard.
Just like in Infinity Blade 2/3 they had to use lower resolution textures in order to make it run adequately and, oh boy, did it still stutter.
 
It still renders everything at 2208*1242.
All the workarounds would be using lower resolution while upscaling, which I already mentioned some posts above.
It has been already done a lot by developers for the iPad 3. The Plus is the same in this regard.
Just like in Infinity Blade 2/3 they had to use lower resolution textures in order to make it run adequately and, oh boy, did it still stutter.

According to the developer notes, that's not true. The API's allow for rendering at 1920x1080 (or screen resolution for any device). Of course, that's only for OpenGL and Metal, but it still avoids any downscaling, or upscaling for that matter, in apps. Look at the updated GFX results posted somewhere in this thread. The iPhone 6 Plus beats the iPhone 6 in both Manhattan/T-Rex on-screen 1080p.
 
iPhone 6+ Lag

According to the developer notes, that's not true. The API's allow for rendering at 1920x1080 (or screen resolution for any device). Of course, that's only for OpenGL and Metal, but it still avoids any downscaling, or upscaling for that matter, in apps. Look at the updated GFX results posted somewhere in this thread. The iPhone 6 Plus beats the iPhone 6 in both Manhattan/T-Rex on-screen 1080p.



I'm really curious to see how the new iPad compares to the Nvidia Shield Tablet.

Tablets usually have a notably higher thermal limit, so the same chips adjusted properly can run better.

I'm really really curious to see how the Nvidia K1 performs in cell phones and upcoming tablets. I'd imagine the power and thermal limits would keep the GPU from running at top speed. It could also be the biggest thing to happen in mobile in years.

There's a ton of pages in this do you have a link to your reference handy? I'm really curious, the performance numbers seem all over the place, would be interesting to see how it compares to other Phablets in accurately done tests.
 
I'm really curious to see how the new iPad compares to the Nvidia Shield Tablet.

Tablets usually have a notably higher thermal limit, so the same chips adjusted properly can run better.

I'm really really curious to see how the Nvidia K1 performs in cell phones and upcoming tablets. I'd imagine the power and thermal limits would keep the GPU from running at top speed. It could also be the biggest thing to happen in mobile in years.

There's a ton of pages in this do you have a link to your reference handy? I'm really curious, the performance numbers seem all over the place, would be interesting to see how it compares to other Phablets in accurately done tests.

I'm very curious as well! The upcoming iPad should be interesting, provided they optimize everything correctly. I'm going to have to research the K1 when I have a free minute, but color me intrigued :).

As for the 6 Plus benchmarks, I have a good link handy: http://appleinsider.com/articles/14/09/30/despite-faster-a8-higher-pixel-count-of-iphone-6-plus-drives-lower-fps-benchmarks . This shows that as long as developers render at the screen resolution, the 6 Plus will have no issues driving on-screen content. There's a link in that article to Apple's documentation, showing the OpenGL and Metal APIs for rendering at screen resolution.

This article from iMore (http://m.imore.com/iphone-6-and-iphone-6-plus-benchmarks) compares Geekbench scores of recent devices. Again, the 6 Plus holds up just fine, and edging out the iPhone 6 at times.

The original Anandtech article compared the devices rendering at their native resolution. I believe the Apple Insider article cites this as well.

Hope this helps!
 
...like in Infinity Blade 2/3 they had to use lower resolution textures in order to make it run adequately and, oh boy, did it still stutter.

We keep mentioning games here. IF however this device is simply being used for web browsing, watching YouTube, going on Facebook, sending text messages, etc etc... These issues of stuttering should be of no concern, is that correct? It seems the only thing that would push the device to stutter would be something trying to use a very high frame rate.

I'm pretty much decided at this point, I think the PLUS is for me. Very excited! :D:apple:
 
We keep mentioning games here. IF however this device is simply being used for web browsing, watching YouTube, going on Facebook, sending text messages, etc etc... These issues of stuttering should be of no concern, is that correct? It seems the only thing that would push the device to stutter would be something trying to use a very high frame rate.

I'm pretty much decided at this point, I think the PLUS is for me. Very excited! :D:apple:

I do game with the Plus, RR3 is superb as far as I got and that game is the most laborious I have installed. It flies and so does all the others. I have no idea where these stuttering issues are.

Spotlight? Bet that gets fixed with the update!
 
Spotlight? Bet that gets fixed with the update!

Even though I agree with you, let's just say it doesn't get fixed, is this really a deal breaker? The extra (almost) 3 hours of battery usage alone is worth that compromise.

I used to make fun of the phablet, but now I'll eat my hat... This phone is gorgeous.

:apple:
 
Can someone please carry out a quick test? If you use Pocket, scroll slowly through your article list. I'm seeing a good deal of stutter on the 6+, so I'd like to see a comparison with the 6.
 
Can someone please carry out a quick test? If you use Pocket, scroll slowly through your article list. I'm seeing a good deal of stutter on the 6+, so I'd like to see a comparison with the 6.


Can't say about pocket but I get this with the RSS app fiery feeds. Smooth scrolling on the 6 but jittery scrolling on the plus.

I think it's to do with the app because I tried Instapaper on both the 6 and plus and Instapaper appears to scroll the same on both.
 
Can someone please carry out a quick test? If you use Pocket, scroll slowly through your article list. I'm seeing a good deal of stutter on the 6+, so I'd like to see a comparison with the 6.

I'm seeing some stutter on the 6 as well. No way to know whether it's just as bad as on the 6 Plus, though.
 
I'm really curious to see how the new iPad compares to the Nvidia Shield Tablet.

Tablets usually have a notably higher thermal limit, so the same chips adjusted properly can run better.

I'm really really curious to see how the Nvidia K1 performs in cell phones and upcoming tablets. I'd imagine the power and thermal limits would keep the GPU from running at top speed. It could also be the biggest thing to happen in mobile in years.

There's a ton of pages in this do you have a link to your reference handy? I'm really curious, the performance numbers seem all over the place, would be interesting to see how it compares to other Phablets in accurately done tests.

While I don't have a shield tablet I do have a Xiaomi MiPad which also uses a Tegra K1. From general graphics benchmarks at the moment between that and my retina iPad mini the K1 performs about 50% faster than the iPad.
 
There's a lot of incorrect/misleading information in this thread.

First, if you write your *entire* app in OpenGL or Metal, using the correct frame buffer size for the iPhone 6 and iPhone 6 Plus, you'll get very close rendering speeds/fps. Both phones have the same GPU. The iPhone 6 Plus won't magically become faster than the 6.

Second, if your app isn't a gaming app, your use of OpenGL or Metal is either very little, or none (some exceptions are Facebook Paper and Flipboard). The lag you're seeing is from UIKit, which is what *all* native iOS apps use (and by native, I mean you're not using a 3rd party dev platform to mimic UIKit in OpenGL). The lag is a result of the GPU having to downscale. Again, it's the *same* GPU in both devices.

Third, if there's any software tweaks to squeeze more performance out of the 6 Plus, those tweaks will also apply to the 6. Same CPU, GPU, RAM, and OS.

This is how you write software for iOS - Apple gives you an SDK with a bunch of APIs. How those APIs work aren't public. You can't make them 'faster' or 'better.' That's Apple's job.
 
There's a lot of incorrect/misleading information in this thread.

First, if you write your *entire* app in OpenGL or Metal, using the correct frame buffer size for the iPhone 6 and iPhone 6 Plus, you'll get very close rendering speeds/fps. Both phones have the same GPU. The iPhone 6 Plus won't magically become faster than the 6.

Second, if your app isn't a gaming app, your use of OpenGL or Metal is either very little, or none (some exceptions are Facebook Paper and Flipboard). The lag you're seeing is from UIKit, which is what *all* native iOS apps use (and by native, I mean you're not using a 3rd party dev platform to mimic UIKit in OpenGL). The lag is a result of the GPU having to downscale. Again, it's the *same* GPU in both devices.

Third, if there's any software tweaks to squeeze more performance out of the 6 Plus, those tweaks will also apply to the 6. Same CPU, GPU, RAM, and OS.

This is how you write software for iOS - Apple gives you an SDK with a bunch of APIs. How those APIs work aren't public. You can't make them 'faster' or 'better.' That's Apple's job.

Right. I should've clarified that the entire app need be written in OpenGL or Metal. However, I've been doing some comparisons with a work colleague's iPhone 6, and he says he sees the same stutter when scrolling in the same apps (Music, Pocket, Alien Blue, etc.), and both phones stutter when choosing wallpaper. I'm really thinking it's an iOS 8 issue. The downscaling, unless it's poorly written, should not have THAT big of an effect on performance.
 
We keep mentioning games here. IF however this device is simply being used for web browsing, watching YouTube, going on Facebook, sending text messages, etc etc... These issues of stuttering should be of no concern, is that correct? It seems the only thing that would push the device to stutter would be something trying to use a very high frame rate.

I'm pretty much decided at this point, I think the PLUS is for me. Very excited! :D:apple:

I used an iPhone 6 for 10 days and now a plus for 6 days.
I use my phone the same way as you, absolutely no lag on both devices. However I do turn off those motion settings, I have since my iPhone 5 and never bothered turning it back on, seems tacky to me.

Feel safe in this regard...:cool:
 
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