Problems with PUBG: Not All GPUs Render Equally

In part of our testing with PUBG, we did stumble across a particularly alarming scenario which we never really see with standardized testing. When comparing Snapdragon to Kirin, trying to observe Huawei's quoted performance differences, there appears to be a major difference between what Adreno phones were rendering, and what Mali powered phones were rendering and displaying.

Looking into more detail, it’s very obvious that the OnePlus 6 tested here (a Snapdragon/Adreno phone) resulted in far better image quality compared to the other phones.



There are two notable characteristics. First of all, the Adreno render is simply a lot sharper. It looks like the game uses a very different image scaling algorithm. For equality testing, we set the rendering resolution to 720p and upscaled to 1080p on all of the phones. While the Adreno shows up as relatively sharp, the Mali phones are seemingly quite blurry, and this is actually also noticeable on the phone when playing.

The second noticeable element, and arguably more important, is that the Adreno phone actually has anisotropic texture filtering enabled, while the Mali devices are seemingly ignoring it and falling back to bilinear filtering. In a game like PUBG, this is also very noticeable when playing and creates quite big picture quality differences. This also puts quite a differential load on the graphics, resulting in an apples-to-oranges comparison.

Consequently, Huawei’s GPU Turbo marketing comparisons to the competition also are questionable: the anisotropic filtering performance issue can impact framerates by much as 16-18% on its own. Because the Mali GPU devices have this issue, it creates a very unequal comparison when diagnosing performance to such detail. It means that out of the gate, the performance of the Mali phones is already up 16-18%, but at the expense of quality. (Ed: We used to see this a lot in the PC space over 10 years ago, where different GPUs would render different paths or have ‘tricks’ to reduce the workload. They don’t anymore.)

It’s also to be noted that while the Mali devices actually should have a workload advantage given that they’re not doing nearly as much texture filtering work as the Adreno, the performance and efficiency of the Adreno smartphones is still better. Although admittedly the differences are minor given that the game caps out at a maximum of 40fps at maximum quality. That only leaves power efficiency as the metric.

For power efficiency, even with the difference in rendering paths and quality, here Snapdragon 845 phones have a massive advantage, playing the game at 2.5-3W with AF enabled, while the Kirin 970 phones routinely average at 4-4.5W. The higher power consumption and efficiency means that the battery life on those devices will have a deficit.

Real World vs. Synthetic Testing

While I fully understand Huawei’s focus on real-world performance comparison in PUBG rather than synthetic benchmarks, we use synthetic benchmarks to determine the varacity of new features for a good reason – they are industry standards and well understood. Honor’s and Huawei’s marketing focus on PUBG seems a bit poorly thought out when it comes to actual technical comparisons in that regard, which we address on the next page.

There is the added aspect of different GPUs not even rendering the same graphics path, as described below: the fact that Adreno GPUs add anisotropic filtering and have higher quality image scaling effectively means they’re running at a noticeably higher image quality level. This is not taken into account in the performance and efficiency comparisons in Huawei’s materials, lending the materials to be a lot less credible. 

The Bottom Line

Still, GPU Turbo is a promising new technology that will give Huawei a competitive edge, all other things being equal. The sad fact here is that for the Kirin 960 and Kirin 970, things are not equal. The competitive landscape will change a lot with the Kirin 980, but until then, current generation device users need have a clear understanding and realistic expectations to what GPU Turbo can actually bring to the table.

The Difficulty in Analyzing GPU Turbo The Minor Issue of Overzealous Marketing


View All Comments

  • Ian Cutress - Tuesday, September 4, 2018 - link

    In the past, those 'cheats' were often from not rendering parts of the scene. This is still doing the full render that any Mali GPU does, but in a more power efficient way. The key to benchmarking is to test across several titles regardless, which is going to be important moving forward. Reply
  • Manch - Wednesday, September 5, 2018 - link

    Does Mali or any mobile GPUs do culling of unseen objects? If not, can that be implemented to further reduce load? Reply
  • The Hardcard - Tuesday, September 4, 2018 - link

    That isn’t a quandry, it solves the problem. The problem before is that the makers showed benchmark performance that they didn’t feel the device could handle in normal user apps. If this pans out and users can have it everyday apps means no harm, no foul.

    Having it be a special mode for apps that can use it, while turning it off when it is not necessary is exactly what is needed and what everyone is trying to do and should do.

    If they do it properly, then it is on the developers to use it. Sure, older, unupdated apps will be left behind. That is the nature of advancing technology.
  • melgross - Tuesday, September 4, 2018 - link

    A benchmark cheat is just for benchmarks. There’s a reason for that, and it has to do with the fact that the SoC, and the device, as a whole, can’t perform at that level commercially, otherwise something negative will happen, such as overheating, and battery failure.

    So, no, they can’t extend cheating to regular apps, and that’s the entire point to the cheat. If they could, then they would, and it wouldn’t be a cheat. This cheating is different from the turbo mode the article is about.
  • s.yu - Monday, September 10, 2018 - link

    The only way this is working is the apparent popularity of MMO games. They only plan on catering to low end customer who only play whatever "everybody else" plays. I for one avoid them like the plague, IAP rigged games are cheap stimulation, too cheap. Reply
  • tipoo - Tuesday, September 4, 2018 - link

    Reminds me of the good old ATI vs Nvidia days when there were notable differences in render quality, usually with the edge to ATI. That all but went away at least as far back as the 8800, maybe before. Now for mobile to repeat that process. Reply
  • Ian Cutress - Tuesday, September 4, 2018 - link

    Just to make sure you're aware, that's kind of orthogonal to GPU Turbo. It's Mali behaviour right now, which explains some of the perf differences, but GPU Turbo is something separate. Reply
  • Lord of the Bored - Wednesday, September 5, 2018 - link

    Not ALWAYS to ATI, though. Sometimes they got a little aggressive in their "optimizations" too.
    QUAFF3 NEVER FORGET! ffor the kiddos that never saw this one. Back when men were men, and PC gaming was the exclusive domain of nerds that knew what IRQ and DMA meant(but probably not PCMCIA. No one could remember PCMCIA).
  • Holliday75 - Friday, September 7, 2018 - link

    I recently found a PCMCIA 10mb NIC in one of my file cabinets and a 28.8k modem. I looked at them a second like wtf then remembered what they were. Reply
  • nils_ - Friday, September 7, 2018 - link

    People Can't Memorize Computer Industry Acronyms Reply

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