取決於處理器使用率,iPhone 6s 雙處理器電池續航力其實沒有差很大

雖然透過 GeekBench 3 測試 Apple iPhone 6s 與 iPhone 6s Plus 電池續航力,會發現 TSMC 台積電版本較三星處理器版本省電,甚至在後者電力耗盡之時,前者還有 26% 電力;不過,其實消費者實際使用時,差距並沒有這麼明顯。
根據 arstechnica 測試結果顯示,若非以 GeekBench 3 軟體檢測耗電量,包括利用 Wi-Fi Browsing、WebGL、GFXBench 測試,兩者之間的差距確實都只有 2 ~ 3%,甚至在 WebGL 部份,三星處理器版本還以極小的差距勝過 TSMC 台積電版本。
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那為什麼 GeekBench 3 測試電池續航力會有如此明顯的差距呢?原來,在透過該軟體進行實測時,其處理器的使用率達到 55 ~ 60%,而像是 WebGL 部份,處理器、圖形處理晶片使用率分別只有 45 ~ 50 與 25 ~ 30%。
嚴格來說,在處理器高負載時,三星處理器版本確實較為耗電,但在消費者一般的使用情境來說,處理器並不會總是處於高負載狀態,這也是為什麼 Apple 會表示兩者之間的差距並不大。
另一方面,就如同先前報導所提及,Apple iPhone 6s 與 iPhone 6s Plus 光面板、處理器、RAM 與儲存空間,就有多達 24 種組合,可能會造成差異化的並非只有處理器,若真要心目中的完美組合,恐怕沒那麼簡單。


https://hk.lifestyle.yahoo.com/% ... 4%A7-030214729.html

令我想起當年AMD,INTEL 的盲眼測試

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普通玩下遊戲,相信已經是高負載?  如果係,其實都好容易高負載喎。

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2-3% 肯定報細數,一般差距 6-10% 正常不過。唔信可以計下

via HKEPC Reader for Android

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三叔開始網上消毒了

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本帖最後由 tuyylihk 於 2015-10-14 10:06 編輯

55~60%,45~50%...
差唔多負載結果差咁遠?

根據返原文最新補充,仲要200%先係full load
感覺似乎有d問題,但就咁好難講係邊個問題

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歪理講一百次會變成真理

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天線門都係因為 d user 渣機手勢唔岩, Apple 一定冇問題

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我一般使用情景就係打機
***點樣消我呢種毒?

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本帖最後由 tuyylihk 於 2015-10-14 16:56 編輯
我一般使用情景就係打機
***點樣消我呢種毒?
只是新手 發表於 2015-10-14 15:34

拿我暫時唔質疑佢有冇寫錯野或講大話先(講緊原文,呢個寫既就算數啦)
佢既負載都反映唔到打機既情況,佢只係叫中至中低負載
因為200%先係FULL LOAD
55~60%同45~50%差得幾遠,實際咪即係30%同25%
(妖就算係100% FULL LOAD都係差唔遠,呢個網講到好似好大)
但個結果居然差得異常大
足夠令人懷疑肯定有個TEST有問題鳥
而打機個陣會點暫時未知...到底有冇TEST TOOLS係扯盡個CPU?

Now for the tests themselves. The battery life test that started this story off is the one included in Geekbench 3, which according to Primate Labs' John Poole does include some idle time but is generally very CPU intensive. According to the Xcode Activity Monitor instrument, the Geekbench 3 battery life test generally keeps the CPU pegged between 55 and 60 percent load for the entire time it runs, with occasional dips below 55 percent and peaks above 60 percent.
Update: To clarify exactly what Xcode's Activity Monitor is telling us, remember that every logical CPU core is tracked individually, so for a dual-core CPU like the A9 "full utilization" would  so in the dual-core A9 full load is 200 percent, 100 for each core. The Geekbench test is putting about 30 percent load on each core for a total of 60 percent. For comparison, the relatively light but modern iOS game Shooty Skies oscillates between 30 and 70 percent depending on how many objects are being drawn on screen.
Our WebGL battery life test similarly keeps the CPU (and the GPU) working continuously, but at a slightly lower level of load. CPU load for this test typically hovers between 45 and 50 percent, and the GPU Driver instrument says the GPU utilization is between 25 and 30 percent. We also ran the GFXBench GL 3.1 battery life test for good measure, which loops the "T-Rex" test 30 times while measuring performance and power drain. These two tests approximate the load that a 3D game might put on the A9.

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