curl-6 said:
The problem here is you are taking one aspect of a system's technical makeup as if it's the only factor, while ignoring the numerous other components. Many things other than bandwidth can bottleneck a system and limit performance, from CPU draw calls to pixel and texel fillrate to asset streaming. Bandwidth is only one factor among many. |
But look at what developers are doing across the three main sectors of fidelity.
1) resolution impacts bandwidth. is the S2 rendering games at 360p and look like the witcher 3 on the S1? Nope. Resolution rendering, in many cases is quite high.
2) image quality impacts bandwidth. is the S2 rending games with rebuilt assets like Hogwarts on the S1? Nope, image quality (especially textures are quite high).
3) fps impact bandwidth. is the S2 running game at a reduced fps compared to current gene? YES.
Third party developers, thus far, are address the memory bandwidth bottleneck by dropping fps... this is literally happening, it is a fact.
Additionally, there is no point in having the CPU/GPU render images that cannot be transferred in a timely manner.
Maybe we have to agree to disagree. I think the GPU is actually above where I thought it would be. But it is limited by bandwidth.
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