iPhone 6S GPU Benchmarking
The 6S runs a Metal particles app approximately 3x faster than the vanilla 6 and can render 8 million particles at 30 frames per second.
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Join For FreeMy shiny new iPhone 6S has just arrived and, of course, the first thing I did was run up my Swift and Metal GPU particle system app, ParticleLab. The performance jump from my trusty old 6 is pretty impressive!
With 4,000,000 particles, the 6 runs at around 20 frames per second, while the 6S hovers at around 60 frames per second. With 8,000,000 particles, the 6 runs at an unusable 10 frames per second while the 6s manages a not-too-shabby 30 frames per second.
Comparing the same application on my iPad Air 2 is a little unfair because the iPad has more pixels to handle, but the iPhone 6s runs the demos about 50% faster.
It took two minutes to update my multiple touch demo to support 3D Touch. UITouch
objects now have a force
and maximumPossibleForce
properties. If your device doesn't support 3D Touch, the value both will be zero, so my code caters for both classes with a simple ternary to calculate a touchMultiplier
constant:
let currentTouchesArray = Array(currentTouches)
for (i, currentTouch) in currentTouchesArray.enumerate() where i < 4
{
let touchMultiplier = currentTouch.force == 0 && currentTouch.maximumPossibleForce == 0
? 1
: Float(currentTouch.force / currentTouch.maximumPossibleForce)
particleLab.setGravityWellProperties(gravityWellIndex: i,
normalisedPositionX: Float(currentTouch.locationInView(view).x / view.frame.width) ,
normalisedPositionY: Float(currentTouch.locationInView(view).y / view.frame.height),
mass: 40 * touchMultiplier,
spin: 20 * touchMultiplier)
}
You can try for yourself—the source code for ParticleLab is available in my GitHub repository.
Published at DZone with permission of Simon Gladman, DZone MVB. See the original article here.
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