1. TMUs are memory bound. You gain missed my Tomb Raider 2013 with 69 GB/s and R9-290 example.
2. Radeon HD 7950's 32 ROPS superior result says Hi. Any fill rates are bound by memory bandwidth. Adding another 16 ROPS ay 853Mhz on X1 would be nearly pointless.
If Radeon HD 7950 at 800Mhz is the top 32 ROPS ~= 240 GB/s example, the 16 ROP version would consume 120 GB/s. If normalize 120 GB/s at 800Mhz to 853Mhz it would yield 127.8 GB/s which is far higher than 7770/7790/R7-260X memory bandwidth limits.
Rebellion already explained why most X1's games are less than 1920x1080p i.e. ESRAM is too small for 1920x1080p and it needs "tiling tricks". Rebellion > you.
3. Stop posting crap posts. The prototype 7850 shows what it's 12 CU (768 stream processors and 48 TMUs) capabilities with higher memory bandwidth. Prototype 7850's 32 ROPS will be bound by memory bandwidth.
My POV is backed by Rebellion's POV.
Rebellion > you.
4. Consoles doesn't have PC's DirectX's sysmem1 (CPU) to sysmem2(Direct3D) to VRAM memory copy issues. Secondly, Xbox One's CPU (FCL type block) can directly communicate to the GPU (via host MMU).
5. An example on how R9-290 was reduce to near X1 Tomb Raider 2013 results by gimping memory bandwidth to 69 GB/s. Btw, my Mini-ITX box is limited by 16X PCI-E version 2 (8 GB/s-8 GB/s link) and dual channel DDR3-1333 memory i.e. it's Intel H67 chipset limitation. Your point 4 is a joke since 60 GB/s VRAM (i.e. 8 GB/s removed by 16X PCI-E version 2) didn't significantly change frame rate result.
For near X1 Tomb Raider 2013 result, my R9-290 has160 TMUs (from 40 CU x 4) and it was gimped by 69 GB/s memory bandwidth. Again, TMUs are memory bound. The same problem for my R9-290's 64 ROPS which is also gimped by 69 GB/s memory bandwidth.
6. You can't use Xbox 360's tiling example. Rebellion > you.
7. For Xbox One, it's an additional memory bandwidth for render targets.
8. ID's Megatexture doesn't work in Xbox 360's EDRAM, while AMD PRT/Tiled resource works with ESRAM. ID's Rage uses mega-texturing via GDDR3 and uses EDRAM just rendering targets.
9. Refer to point 8. You don't know the difference between Xbox 360 and Xbox One. Xbox One's GPU can happy do HDR 16 with FP filtering i.e. there's no need for Xbox 360's double frame buffer HDR workaround.
The existence of my 7950's 32 ROPS kills your PS4's 32 ROPS paper spec..
Fact: Rebellion > you.
Just stop... you can't compare you stupid experiments with PC hardware to the way console GPU's get utilized, get a god damn clue......
And PS4 32 ROPS >> HD 7950 ROPS in the real world as PS4 will always have a much much higher utilization.
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