These threads always go back to the integrated vs fragmented. Android vs iPhone thing. Why can't we just talk about the issues or if we talk about the issues, why can't we just have a conversation without fighting?
Because it's like sports... people can't help but try to put the other team down and make their own team look good even though the current match isn't even about any of those teams.
Anyways, back to discussion about GPU acceleration...
The real important difference between these two screens is just that the Galaxy Nexus has 2.4x as many pixels that need to be drawn as the S2. This means that to achieve the same efficiency at drawing the screen, you need a CPU that can run a single core at 2.4x the speed (and rendering a UI for a single app is essentially not parallelizable, so multiple cores isn't going to save you).
This is where hardware accelerated rendering really becomes important: as the number of pixels goes up, GPUs can generally scale much better to handle them, since they are more specialized at their task. In fact this was the primary incentive for implementing hardware accelerated drawing in Android -- at 720x1280 we are well beyond the point where current ARM CPUs can provide 60fps. (And this is a reason to be careful about making comparisons between the Galaxy Nexus and other devices like the S2 -- if you are running third party apps, there is a good chance today that the app is not enabling hardware acceleration, so your comparison is doing CPU rendering on the Galaxy Nexus which means you almost certainly aren't going to get 60fps out of it, because it needs to hit 2.4x as many pixels as the S2 does.)
I think it is very worth noting that I have mentioned this several times in this forum during this time.
The end result, and we can sum it up, is this:
1) GPU acceleration is not easy to implement, especially considering the multiple GPU configurations that Android has to accommodate.
2) CPU is a much easier way to cover up for what inefficient coding that goes on in the background in Android, and is generally a more accepted solution.
However, and I'm quoting the passage above:
1) GPU acceleration's benefits are immediately recognizable on devices with fast-enough GPUs and slow CPUs. This is where the comparison with iOS and WinPhone 7 come in. Arguably, though, it only applies to iOS. WinPhone 7 might still be using the CPU elsewhere, and 1GHz Snapdragon CPU ain't so weak it can't cover 800x480 pixels at 60fps in some cases. iOS is where we can safely say that 800MHz Cortex A8 can't do it without a lot of GPU acceleration. And no, pray God, this isn't a jab at Android. It's a comparison.
2) Android engineers are only looking into GPU acceleration, and the consensus is that app developers have to recompile or rewrite their codes to take advantage of it. Looking deeper into this, it's basically saying that... they never had this level of completeness, and they are only able to bring it to their users now. In any case, if app developers aren't willing to recompile or target ICS, which is understandable because ICS doesn't have so wide an install base right now, then... we can pretty much guess how app support would be.
So, this is something I have always said... Android engineers have always had problems enabling GPU acceleration, and even at this stage of Android, version 4.0, they are still having troubles implementing it as a system-wide thing. They do recognize the benefits and implications of it as screen resolution keeps scaling up, but for better or worse, they just can't do it.
And again, this is not a jab at Android. But it is just a fact that Android doesn't have the same level of GPU acceleration as iOS or WinPhone 7, and there will always be circumstances where iOS and WinPhone 7 would be a lot smoother than Android. It's not the OS' fault, but rather, you can call it laziness on Google's part, but I think the end of the discussion is that Android at ICS is still not going to challenge iOS or WinPhone 7 in terms of interface performance.
On a side note, I find it amusing that Dianne mentioned the G Nexus on ICS can't match the smoothness on Galaxy S2 on Gingerbread in some cases because it has 2.4x more pixels to render in CPU in certain circumstances. But to backtrack, the resolution of G Nexus is 1280 x 720. G Nexus is arguably using a CPU that's about comparable to most Honeycomb tablets out there... at least those that have Tegra 2. In addition, Honeycomb tablets need to render a few more pixels, at 1280 x 800. What does that say about Honeycomb interface performance? Hm... I think she just debunked another mystery.
Reading Dianne's post (took me 2 days to actually analyze all of the hidden contents and hints in there), I think it's a very honest realization and also kind of a public apology for the aloof attitude that Android engineers have shown to the community regarding GPU acceleration and UI smoothness issues. She did not mention a lot of things, whether deliberately or not, but I can still read them by connecting sentences from one paragraph to the other. Likely Google top brass didn't want her to just flat out say that Android GPU acceleration sucks and that they need to do more work on it, but it's still a very honest explanation from her. I applaud this effort.