sorry since my words didn't say that at all, I guess you got that from it, my bad
.
It's All RDNA2, same behavioral characteristics, TF counted the same way
wow dude the Ad hominems, pointing out 12 is bigger then 10 is not a personal attack take it easy.
but I see this is par for the course with you.
This is only a real issue on PC because of the vast number of cards out there but the very nature of a console makes this a none issue as the shader compiler and plain counting on the developers part can easily overcome this as the hardware is immutable and is optimized for, which is why shaders on consoles are pre-compiled.
if you can count to 2 you can count to 10 and 14.
There is also the fact that the whole GPU queue is feed off of available
memory bandwidth, and
XSX GPU has more.
when the GPU is doing work it is also constantly reading from memory (SIMD) any one scene does not fit in L1 and L2,
having a faster fillrate and what not does not help much if you're constantly having to go back to a slower pool of memory to complete a scene, which is why the increase bandwidth on the 3000 NVidia cards has such a great impact on performance(go check any review).
with your logic the PS5 better hope and Pray nothing leaves L1 and L2 ( which is silly of course, because Textures and Vertex data
).
Reminds me of the PS2 insane theoretical fillrate, it could not be taken advantage of fully because everything before it was slow.
I'm not sure if your trying to make a real argument or not.
If you are you're just intentionally leaving out a lot of factors.
Having fast bandwidth is even more important as this is where all the scene data resides, see how all of this is cnnected.
The whole industry Uses TF, stop acting as though Sony is not the TF King since PS2, remember CELL.
are they using FP16 or does TF not matter (what you think FP16 is jeeez, how do you think they get the TF number hint it's in the acronym)
Which is it? spare us the double speak please. do the FP's need to be calculated or not?(rhetorical question)
which is why 12+ is more significant than ~10
So Microsoft authored and designed DXR years before we had the First implementation, Nvidia and AMD spends Billions developing products around DXR compatibility.
But it's none of these companies that have the advantage it's Sony who has the least time and money investment in Raytracing that has all the advantages. gully G, what a company.
back to this again,
12+ is more than ~10, get over it,
also pretending bandwidth is not important just exposes you.
your choosing to die on the PS5 is more powerful hill I'm happy to accommodate you, as this is easily proven in under 2 months.
but please continue to stake your flag on that ant mound.