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The Anandtech article shows the difference between idle wall power and current wall power, not wall power. Read the article, please.

>Again, citation needed. Mostly because these numbers aren't coming from Apple, but Anandtech.

The grey numbers are reported by the CPU using Apple code, but do not reflect actual power consumption

>This is straight up false. Again, read the article you yourself linked.

Incorrect. The workflows are the specific Apple-approved ProRes workflows as well as games, in CPU-limited fashion by the author's own admission. I linked the article for it's power consumption figures, you can watch the video linked above for proper GPU performance testing, where Rosetta 2 has negligible impact because of low CPU usage.

>Wow. So, rendering and manipulating video and photo are purely CPU benchmarks. Ridiculous.

Yes. CPU-rendering is a CPU benchmark. Lightroom is a CPU benchmark for all but a few very specific tasks (AI upscaling for example), and cannot properly utilize a high-performance GPU for anything else.

They created a good laptop GPU-wise for editing ProRes footage and using very large datasets, nothing else. If you need to do rendering, or game design, or have to work with complex CAD files, or have to do 90% of GPU compute workloads, or have to do 3D modelling/sculpting, or literally anything else a professional (or not) would want to do, it's embarrassingly deficient.



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