Am I the only one who would like to see details on how they do that? Memory bandwidth alone should be a massively limiting factor. Then there is the simple fill rate required to put up 30fps (or 60fps) of 2048x1536 pixels on the screen. There has to be
a lot trickery going on. It's not a bad thing, I just think that it should be widely known what they are doing.
*Edit: They amazingly have approx 12.8GB/s of theoretical bandwidth to play with. However the memory controller is apparently limited to around 2GB/s. The games and other "intensive" content are never rendered at native resolution. Instead they render at a half-step between 1024x768 and 2048x1536, and then are simply stretched to fit. I have a feeling that if a 3D game tried to render on that system at native res, the tablet would melt. :p
http://www.anandtech.com/show/5688/a...-2012-review/3
*Edit2: Depending on how they count 1.4x resolution, I.e. pixel count or dimensions, this is either impressive or truly sad.
Code:
Res. Pixels Horz Vert Base Notes
1x 786432 1024 768 256
1.4x 1101708 1212 909 303 (1.4x pixel count)
2x 1541120 1433 1075 358.4 (1.4x resolution)
4x 3145738 2048 1536 512
*Edit3: If a home console tried to pull partial resolution rendering, it would be lambasted by the media and the consumers alike. You can get away with a lot of half measures in order to get "equivalent" performance on a mobile platform. But that sort of thing doesn't fly when you don't have the excuse of extreme power and heat limitations.