9to5Mac has pointed out some new graphics drivers in iOS 4.3. The drivers aren’t used on any of Apple’s iDevices so it’s likely that they will be in the next hardware refresh. The drivers are for the PowerVR SGX543 GPU whereas the current lineup uses the PowerVR SGX 535. Here’s the significant difference between the two:
The SGX543 is said to deliver performance of 35 million polygons per second and a filtrate of 1 billion pixels per second when running at 200 MHz, compared to 28 million polygons per second and a filtrate of 500 million pixels for the SGX535 running at the same clock speed. In addition, the SGX543 offers support for the Apple-backed OpenCL specification that allows applications to harness untapped potential of both CPUs and GPUs for processing purposes. Finally, the SGX543 support multi-core configurations allowing for even greater performance.
Updated version of this story on 18-Nov-2025
When Apple released iOS 4.3 back in early 2011, tech enthusiasts immediately began digging through the software to uncover hints of what Apple might be planning for future hardware. One of the most interesting discoveries came from 9to5Mac, who spotted references to a new set of graphics drivers inside the firmware. These drivers weren’t intended for any existing iPhone, iPad, or iPod touch — which meant one thing: Apple was preparing a serious graphics upgrade for the next wave of devices.
Those drivers were tied to the PowerVR SGX543 GPU, a successor to the PowerVR SGX535 used in the iPhone 4 and the first-generation iPad. At the time, this discovery sparked excitement across the developer and gaming community. And with good reason — the jump from SGX535 to SGX543 represented a massive leap forward in mobile graphics performance.
Today, more than a decade later, this moment is still worth examining. Not only because it marked a major turning point for mobile gaming and GPU acceleration on iOS, but also because it laid the foundation for Apple’s long-term strategy with custom silicon — a path that eventually led to Metal, A-series chips, and the M-series processors powering modern Macs.
Below is a detailed look at what the SGX543 brought to the table, how it impacted Apple’s hardware roadmap, and why this early hint in iOS 4.3 remains an important milestone in Apple’s graphics evolution.
A Closer Look at the SGX535 vs. SGX543 GPU Upgrade
The PowerVR SGX543 was designed as a next-generation GPU capable of pushing mobile graphics far beyond what was previously possible. The difference between the SGX535 and SGX543 was dramatic even on paper, and the real-world improvements ended up proving even more significant.
Performance Comparison at 200 MHz Clock Speed
| GPU Model | Polygon Performance | Pixel Fill Rate | Notable Features |
|---|---|---|---|
| PowerVR SGX535 | ~28 million polygons/sec | ~500 million pixels/sec | Used in iPhone 4, 1st-gen iPad |
| PowerVR SGX543 | ~35 million polygons/sec | ~1 billion pixels/sec | Supported multicore GPU setups, OpenCL |
These numbers alone represented nearly double the pixel fill rate, giving developers the freedom to render richer textures, smoother animations, and more detailed environments.
But raw performance wasn’t the only advantage…
Support for OpenCL: A Big Step Toward GPU Acceleration
One of the SGX543’s most important additions was support for OpenCL, a framework backed by Apple that allowed apps to use both the CPU and GPU together for computing tasks.
At the time, OpenCL was still new, but Apple had already begun hinting that the future of computing wasn’t just about faster processors — it was about smart parallel processing.
OpenCL support opened the door for:
- Faster photo and video editing
- Improved rendering speeds
- More advanced gaming physics
- Machine learning experiments long before the term “AI on mobile” became mainstream
Apple would later transition from OpenCL to its proprietary Metal API in 2014, but the SGX543 helped bridge that transition by pushing developers to take advantage of advanced GPU-based workloads.
Multi-Core GPU Support: Setting the Stage for the A5 Chip
Another major improvement was the SGX543’s support for multi-core GPU configurations, something the SGX535 lacked. Apple took advantage of this capability almost immediately — the first device to ship with the SGX543 was the iPad 2, powered by Apple’s A5 chip.
The A5 featured a dual-core CPU and dual-core GPU, making the iPad 2:
- Up to 9 times faster in graphics performance than the original iPad
- Capable of console-like gaming for the first time
- Powerful enough to support 1080p video editing through iMovie
That jump in graphics power is one reason the iPad 2 remained supported for six major iOS updates, one of the longest support cycles for an iPad.
Why This iOS 4.3 Discovery Was a Big Deal in 2011
Before Apple officially announced the iPad 2, the discovery of SGX543 drivers in iOS 4.3 practically confirmed that Apple was working on a next-generation GPU for upcoming devices. This leak signaled to developers that:
- More graphically intensive apps were coming
- Apple was preparing for HD gaming
- iOS devices were about to become legitimate gaming machines
At that time, mobile gaming was still growing, and Apple’s GPU advancements played a major role in pulling developers away from handheld consoles like Sony’s PSP and Nintendo DS.
How This Discovery Influenced Apple’s Long-Term Graphics Strategy
Looking back, it’s clear that Apple’s move to upgrade the GPU with the SGX543 was part of a much bigger plan. Several long-term impacts can be seen today:
1. The rise of the A-series chips
The SGX543 helped introduce the world to the idea that iPhones and iPads could deliver console-grade graphics. This paved the way for future chips like:
- A6 with a custom Apple GPU
- A7, Apple’s first 64-bit processor
- A11 Bionic, which introduced the Neural Engine
- A17 Pro, capable of hardware-accelerated ray tracing
2. Transition from OpenCL to Metal
The SGX543 supported OpenCL, helping Apple experiment with GPU computation. But eventually, Apple launched Metal, a low-level graphics API that unlocked far more power from its chips.
Metal today powers:
- Apple Arcade
- High-end 3D games on iPhone
- GPU-accelerated apps on macOS
- Pro apps like Final Cut and Logic Pro on iPad
3. The foundation for the M-series
The same principles behind the SGX543 — unified architecture, GPU compute, and parallel processing — are now foundational elements of today’s M1, M2, and M3 chips.
Apple’s GPU roadmap started here.
Where Apple Stands Today: Real-Time 2025 Update
In 2025, Apple’s latest chips include hardware features completely unimaginable in the SGX543 era:
- Hardware-accelerated ray tracing
- MetalFX upscaling (similar to DLSS and FSR)
- Console-class titles on iPhone 15 Pro and newer
- Dedicated Neural Engines supporting +35 trillion operations per second
- Unified memory architecture up to 128GB on Mac
From the SGX543’s 1 billion pixels per second to today’s M-series GPUs pushing hundreds of gigapixels per second, the growth curve is staggering.
But the seeds were planted early — and iOS 4.3 was one of the first places the world saw a glimpse of Apple’s future direction.
Final Thoughts
The iOS 4.3 drivers leak wasn’t just a minor software curiosity. It was the beginning of Apple’s transformation from using industry-standard GPUs to becoming one of the most advanced graphics silicon manufacturers in the world.
The PowerVR SGX543 was more than a performance bump — it was a signal of Apple’s ambition to dominate mobile graphics, gaming, and GPU computing. And in many ways, the modern A-series and M-series chips still carry the DNA of this early breakthrough.