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
- Apache+modjk布置tomcat集群
一.版本: Apache: 2.2.14: 下载地址:http://archive.apache.org/dist/httpd/binaries/win32/ Mod_jk:tomcat-connec ...
- 【转】朱兆祺教你如何攻破C语言学习、笔试与机试的难点(连载)
原文网址:http://bbs.elecfans.com/jishu_354666_1_1.html 再过1个月又是一年应届毕业生应聘的高峰期了,为了方便应届毕业生应聘,笔者将大学四年C语言知识及去年 ...
- MySQL中UNSIGNED和ZEROFILL的介绍
UNSIGNED: 将数字类型无符号化,这与C和C++这些程序语言的unsigned含义相同. INT的类型范围-2 147 483 648~2 147 483 647 INT UNSIGNED范围0 ...
- vue 知识点
Vue 中的 slot: 概念:槽/slot是组件在模板中为调用者预留的位置,使用<slot>元素声明一个 槽.在最终的视图中,调用者模板中被调用组件的内容,将填充<slot> ...
- 如何使用Django 启动命令行及执行脚本
使用django启动命令行和脚本,可以方便的使用django框架做开发,例如,数据库的操作等. 下面分别介绍使用方法. django shell的启动 启动命令: $/data/python-virt ...
- gcc gdb调试 & 命令行带参 (一) ******
用GDB调试程序 GDB概述———— GDB是GNU开源组织发布的一个强大的UNIX下的程序调试工具.或许,各位比较喜欢那种图形界面方式的,像VC.BCB等IDE的调试,但如果你是在UNIX平台下做软 ...
- 知识点查缺补漏贴01-进程间通讯之mmap文件共享
引文: 个人名言:“同一条河里淹死两次的人,是傻子,淹死三次及三次以上的人是超人”.经历过上次悲催的面试,决定沉下心来,好好的补充一下基础知识点.本文是这一系列第一篇:进程间通讯之mmap. 一.概念 ...
- HTML5: SVG (可缩放矢量图形)
ylbtech-HTML5: SVG (可缩放矢量图形) 可缩放矢量图形是基于可扩展标记语言(标准通用标记语言的子集),用于描述二维矢量图形的一种图形格式.它由万维网联盟制定,是一个开放标准. 1. ...
- h3c端口汇聚的几种情况-S5500-S5048
S5500和S5048E聚合的几种情况,分享下:1.S5048E用手工的话,S5500用静态方式2.S5048E用静态的话,S5500用动态方式3.S5048E和S5048E聚合的话,用相同方式即可. ...
- Hadoop(1.2.1)安装
背景知识: 1.数据分布存储,不是复制存储 2.数据不动,代码动,由于分布式存储,所以把代码移动到数据的地方计算. 3.数据如何分割,hadoop提供的分割文件的编程接口 安装: 1.安装JDK 1. ...