JRPGfan said:
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No you can't.
Because...
It doesn't account for geometry performance...
It doesn't account for 8-bit integer performance...
It doesn't account for 16-bit integer performance...
It doesn't account for 24-bit integer performance...
It doesn't account for 32-bit integer performance...
It doesn't account for 64-bit integer performance...
It doesn't account for 16-bit floating point performance...
It doesn't account for 64-bit foating point performance...
It doesn't account for 8-bit floating point performance...
It doesn't account for fillrate performance...
It doesn't account for Ray Tracing performance...
It doesn't account for a whole lot of a GPU.
If you somehow disagree with that... And still think Teraflops is relevant... Then YOU need to explain why. And I mean "why" with appropriate technical detail... Otherwise your position on this is incorrect and thus illogical. (Then again, I have lost count how many times we have been over this anyway. But I digress.)
JRPGfan said: Also Architecture to Architecture, you can. |
No you absolutely can't. It will never be Apples to Apples that way.
Even when we use the identical architecture, there is significant deviation.
I.E. With Graphics Core Next AMD doubled the amount of geometry processors in Graphics Core Next 1.2/Hawaii, Hawaii and Tonga also have a geometry front end that was twice as wide as Tahiti's.
What this means is that in heavy geometry scenarios such as games leveraging a significant amount of Tessellation or Polygons, it's going to be 70% faster at the same "Teraflops".
The other optimization that happened is on the opposite side of the rendering pipeline in the Render Output Pipelines... Namely Delta Colour Compression, which meant AMD could reduce the amount of bandwidth by 27% but still hit the same levels of performance... So in an Apples to Apples world, GCN 1.2 and 1.3 parts would have more bandwidth.
The Playstation 4 Pro and Xbox One X have some significant deviations in hardware, which will always make them directly non-comparable... The Xbox One X has the crossbar memory controller, it also has the command processor which offloads some CPU tasks.
SvennoJ said: Ah yeah the memory speed war. Adding ESRAM speeds to DDR3 speed at the start of last gen to make it look closer to PS4. |
Except...
We don't know if everything is the same.
And even in the Playstation 4 Pro vs Xbox One X's case... The Xbox One X is non comparable, despite the fact it's GCN... It's still using GCN that is substantially more modern and thus more capable... And also had some semi-custom touches to bolster performance.
SvennoJ said: Series X is 3x Lockhart and 1.3x PS5 |
Changes in resolution changes bottlenecks in the underlying hardware.
Developers were sacrificing visual fidelity chasing the 4k dream.
JRPGfan said: Playstation 5 + Xbox Series X, are BOTH confirmed to be useing RDNA 2. |
I say wait before we count our chickens. We don't know how such a GPU would perform in say... Ray Tracing which is the big next-gen feature.
JRPGfan said:
Thats not "low end"
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It's mid range.
Ryzen 8-cores will start to push in the low-end probably with Zen 4 at 5nm... AMD is already throwing 8 Zen cores into notebooks now.
sales2099 said: Because now everybody is talking about how teraflops don’t necessarily matter instead of how Xbox is weaker like in 2013. I say that’s a PR victory in itself and addresses the people that talk the loudest on the internet. |
Not everybody. A few in this thread are still clinging to the hopes and dreams that Teraflops do matter... Examples above for instance.
victor83fernandes said: With the launch of the ps4 and xbox One the talk was resolution, 1080p vs 900, or 900vs 760, teraflops were very rarely talked at all. |
They were talked about on this forum rather heavily.
Last edited by Pemalite - on 09 March 2020--::{PC Gaming Master Race}::--