Riky
$MSFT
The thing is, color ROP hasn't been a bottleneck in graphics in forever. It doesn't matter at all. Honestly can't think of a game where it could be a bottleneck.
Adding more Rops is only useful if you have the memory bandwidth to saturate them, you only have to look at the peak memory bandwidth between the machines to see how this would work, efficiency though right?!
Also people doing these breakdowns never mention TMUs, Shader Engines or size of L2 cache in these comparisons and when you look at the numbers you see why.
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