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Category: Mobile devices

A clarification from Brett Howse

A couple of weeks ago, I described a conversation I had with Brett Howse of AnandTech. Brett was kind enough to send a clarification of some of his remarks, which he gave us permission to share with you.

“We are at a point in time where the technology that’s been called mobile since its inception is now at a point where it makes sense to compare it to the PC. However we struggle with the comparisons because the tools used to do the testing do not always perform the same workloads. This can be a major issue when a company uses a mobile workload, and a desktop workload, but then puts the resulting scores side by side, which can lead to misinformed conclusions. This is not only a CPU issue either, since on the graphics side we have OpenGL well established, along with DirectX, in the PC space, but our mobile workloads tend to rely on OpenGL ES, with less precision asked of the GPU, and GPUs designed around this. Getting two devices to run the same work is a major challenge, but one that has people asking what the results would be.”

I really appreciate Brett taking the time to respond. What are your thoughts in these issues? Please let us know!

Eric

TouchXPRT 2016 is here!

Today, we released TouchXPRT 2016, the latest version of our tool for evaluating the performance of Windows devices. The BenchmarkXPRT Development Community has been using a community preview for several weeks, but now anyone can run TouchXPRT 2016 and publish their results.

TouchXPRT 2016 is compatible with systems running Windows 10 and Windows 10 Mobile. The new release includes the same performance workloads as TouchXPRT 2014, but with updated content and in the form of a Universal Windows app.

TouchXPRT 2016 is available at TouchXPRT.com and in the Windows App store.

After trying TouchXPRT 2016, please submit your scores and send any comments to BenchmarkXPRTsupport@principledtechnologies.com. We’re eager to find out how you’ll use this tool!

Comparing apples and oranges?

My first day at CES, I had breakfast with Brett Howse from AnandTech. It was a great opportunity to get the perspective of a savvy tech journalist and frequent user of the XPRTs.

During our conversation, Brett raised concerns about comparing mobile devices to PCs. As mobile devices get more powerful, the performance and capability gaps between them and PCs are narrowing. That makes it more common to compare upper-end mobile devices to PCs.

People have long used different versions of benchmarks when comparing these two classes of devices. For example, the images for benchmarking a phone might be smaller than those for benchmarking a PC. Also, because of processor differences, the benchmarks might be built differently, say a 16- or 32-bit executable for a mobile device, and a 64-bit version for a PC. That was fine when no one was comparing the devices directly, but can be a problem now.

This issue is more complicated than it sounds. For those cases where a benchmark uses a dumbed-down version of the workload for mobile devices, comparing the results is clearly not valid. However, let’s assume that the workload stays the same, and that you run a 32-bit benchmark on a tablet, and a 64-bit version on a PC. Is the comparison valid? It may be, if you are talking about the day-to-day performance a user is likely to encounter. However, it may not be valid if you are making statement about the potential performance of the device itself.

Brett would like the benchmarking community to take charge of this issue and provide guidance about how to compare mobile devices and PCs. What are your thoughts?

Eric

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