| SvennoJ said: DF added there photo mode observations. |
Clearly the Xbox Series X is the faster machine, it's got the better specifications.
Trying to correlate that with FLOPS however isn't going to get us very far.
But depending on the scene, the bottleneck may exist on another part of the chip like the CPU, hence why in that 30~ fps scene the difference between the Xbox and Playstation was essentially inconsequential. - A few hundred megaherts on a multi-gigahert chip is more or less a... Who gives a shit.
Doesn't matter on the PC, ain't going to matter on console.
| shikamaru317 said: Flops only give you a general idea of performance, the GPU's in PS5 and Series X are quite different. Though Series X has a flops advantage, PS5's GPU is actually faster in terms of pixel fillrate and triangle fillrate, while the Series X GPU wins out in terms of texel fillrate, ray-tracing fillrate, video RAM speed, and Bus width. PS5's GPU has less cores at a higher clock speed while Series X has more cores at a lower speed (some engines favor clock speed while others favor more cores). Different scenes and sequences even with the same game would favor each GPU's strengths differently, leading to the variation. There is also the variable nature of PS5's GPU to take into account, it doesn't run at it's boost clock speed all of the time, whereas the Series X GPU has a locked clock speed. |
It's theoretical, not real world.
Pixel Fillrate can be just as dubious as using FLOPS to gauge capabilities... It's a theoretical unit of measurement (Rops*Core Clock), not a real-world one. (As it doesn't take into account the effect other parts of the GPU have on it such as culling.)
Pixel Fillrate can sometimes be bottlenecked by memory bandwidth, in those instances, the Xbox Series X can potentially take the lead there.
Plus there is a shift happening towards hardware Ray Traced shadows, lighting and reflections right now... And that changes things up even more.
Lets take Shadow Volume Rendering, which is very Pixel-Fillrate demanding, with next-gen engines and games, that is likely to be put on the backburner as we start using Ray Traced Shadows, meaning that pixel fillrate just became less important in shadow-heavy games.

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