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SvennoJ said:
Any benchmarks for handling transparancies? That always seems to be the biggest bottleneck.

Also odd that the Titan X only doubles the ps4 in ALU numbers and instruction limit, whatever that means.
So what makes the Titan X 4 to 12 times faster in this test? And does that mean that a Titan X can run games at 4K60, when ps4 runs them at 1080p30? 12 times should be more than enough for that?

I'd be interested in how well consoles can handle transparency too but I suspect that the PS4 would most likely come on top since it has 5.86 GB/s of bandwidth per frame @ 30FPS compared to 2.23 GB/s of bandwidth @ 30FPS on the Xbox One to play with so it should definitely come out on top when doing multi-layer/pass rendering like transparency ... 

Also the presentation is talking about the Fury X and the numbers in question are about the ratio ALU operations to rasterized triangles ...  

What specifically makes the Fury X much faster in this test has to do with the fact that it's using GPU compute culling to accelerate the graphics pipeline ... (Fury X is known for it's infamous rasterization or other geometry related bottlenecks among developers so that is why it profits most in this research when it has a skewed ALU op to fixed function capability ratio.)