Not everthing is determined by TF power. PS5 has higher clocks leading to high pixel and polygons performance (20% higher). What most people don't know is that XSX has actually downgraded ROPs while PS5 ROPs are faster and better (RDNA1 ROPs are actually better than the downgraded ROPs in RDNA2 GPUs, yeah Microsoft don't talk about it in their PR checkbox list).
Source about downgraded RDNA2 ROPs: Locuza (ironically a known Xbox fan):
Also thanks to higher cache by TF PS5 has a better CU efficiency to better exploit those Tflops. Some games will perform better on XSX (most games), but some will perform better on PS5. Some of use already theorized this before the release of the consoles.
I really don't think you understand what you read there at all. The PS5 is no more better at utilizing its available TFLOPs than Xbox Series X is. No matter how inaccurate what you just said is, this piece of inaccurate information will still forever live in infamy.
And you just actually said the ROPs in RDNA 1 are superior to the ROPs in RDNA 2????? Are you even aware that the RB+ in Series consoles quite literally doubled their throughput over what was possible with RDNA 1's render backends.
The render backends below are what's inside of PS5. RX 5700XT has 16 of them, PS5 also has 16.
The RB+ below are what's inside of Series X.
RX 6800XT and RX 6900XT have 16 of them, Series X has 8 of them.
Both consoles have 64 ROPs. The PS5 has more render back ends than the Series X (16 vs 8), but each of those PS5 Render Backends are half as capable compared to a single Series X render backend.
Each of the PS5's 16 Render Backends are packing 4 ROPs.
Each of the Series X's 8 Render Backend (RB+) are packing 8 ROPs.
PS5 pays a lot more in terms of silicon area for its render backends not because they are better, but because they are worse, and so you quite literally need double the amount of them just to do what Series X can achieve with just 4.
Because Series X's Render Backends are superior, it only needs 4 of them per shader engine and just 2 per shader array.
Because PS5's render backends are inferior right out of the gate, if it didn't have 8 per shader engine and 4 per shader array, the PS5 GPU would literally only have 32 ROPS.
I'm dying that you literally claimed they were downgraded in RDNA 2 solely out of your lack of understanding of what that tweet was saying.
Having 16 of those inferior RDNA 1 render backends is how RX 5700XT gets its 64 ROPS.
Having 16 of those superior RDNA 2 render backends in RX 6800XT is how that card gets its 128 ROPs.
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Go ahead and tell me again how Render Backends that are performing 2x less work per cycle are "faster" and "better?"
In the Navi 21 chip, they've been given a much needed update and each ROP partition now handles 8 pixels per cycle in 32-bit color, and 4 pixels in 64-bit.
Edited to correct me accidentally saying the ps5 and series x have 32 ROPs, which caused me to screw up the render backend counts as well. Point still stands, Series X's RB+ are better than what's inside the PS5. It didn't need as much silicon area for ROPs because the render backend design on Series X is a clear step up from what's used in PS5. It's a more efficient design that gets 2x more work done per cycle.