dgrdsv
Member
Which workloads would that be?
And is it because it came out the same year as PS4Bone and as such was made without the knowledge of how PS4Bone games would be coded?
Mixed graphics and compute, DX11+ capabilities, 8GB of RAM, all the usual suspects. Plus some things which are fast on GCN1 are slow on Kepler and with consoles being the main optimization target these things are being used widely sinking Keplers down. These things also happen to be what was fixed in Maxwell mostly and thus Maxwell is doing much better.
If you look closely at where exactly Kepler struggles you'll notice that it's almost always console ports while in games built on 3rd party engines (UE/Unity/CryEngine) it's doing alright for the most part as these engines are heavily PC optimized since their main clientele is on PC these days.
Kepler came out in Spring 2012, new consoles launched in Autumn 2013 and the choice of platform for both of them were made when Kepler was in full production already. Not that it would change much otherwise as Kepler was pretty specifically designed for the workloads of its time - and that's why it was so good back when it was launched.
good try, wont indulge you.
Cheers
So you'll just dump a bunch of unrelated info into the thread about Pascal, do a mysterious look and won't explain anything. Ok, gotcha.