Quote:
Originally Posted by
shompa 
If A6 is manufactured on 28nm manufacturing, it will be a quad core CPU. No one single dual core ARM is manufactured at 28nm.
I would be very surpassed if ARM15 is not used, and that is a quad core part paired with PowerVR6. That is the only way you can drive 4 times more pixels without speed penalty.
I read a good article on ARM's big.LITTLE strategy. I think ARM15 dual or quad consumes too much power, and would only come into play late this year or sometime next year(?) as big.Little (ie. most likely ARM15 dualcore with ARM7 dualcore).
iPad 3 will probably have dual or quad ARM9, paired with (hopefully) some really beefy PowerVR stuff. It could have a slightly higher-clocked dual ARM9 instead of quad, Retina is going to depend heavily on the GPU. The iOS render engine is very heavily GPU oriented even for 2D stuff. And again the 2D composite/render engine is absolutely superb compared to Flash because it is GPU optimised. [That being Flash's sad, immense failure, 2D compositing simply depended on more CPU thrown at it until you have a decent Intel Core 2 Duo pegged 100% CPU for seemingly trivial Flash stuff).
However in any case Apple's Quartz 2D means driving Retina resolutions would require CPU optimisation but certainly a lot of GPU improvements and GPU memory as well. Retina iPad 2D games will require some decent GPU horsepower to throw at it, not to mention 3D stuff (which I reiterate I feel will be capped at 1680 by x pixels).
BTW I came across this:
http://forums.adobe.com/thread/780481
Poor b*st*rds trying to cross-compile for iOS. Best to go Xcode from the start, IMHO.
[My last post of the day, not very coherent I know]