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Doesn’t look that good to me. The Vortex is not a GPU. They call it GPGPU, meant purely for running OpenCL kernels, doesn’t have a graphics pipeline at all, which is kinda important part of a GPU.


I am not so sure about that. GPU has been slowly moving away from having a fixed graphics pipline at all in the past a few years. See the recent Nanite technology from Unreal 5: http://c0de517e.blogspot.com/2020/05/some-thoughts-on-unreal...


They use compute shaders for triangles that cover 1 pixel as rasterization always does 2x2 due to derivative calculations etc so there is overhead. For larger triangles they do go trough the rasterization pipeline as usual because it is so much faster.

Another crucial thing is texture mapper. That thing is really fast and usable even in the compute pipeline. Image support is (was?) largely optional in OpenCL.

Also I remember the last time people talked about this. PS3 was not originally supposed to have a GPU at all because the Cell processor was so powerful. In the end they had to ram in an actual GPU. While the Cell was just fine for vertex processing it did choke terribly in rasterization due to lack of TMU and dedicated HW rasterizer.

EDIT: I also want to emphasize the difference of target markets. On AMD one can go to the Nanite path for some of the rasterization. One must remember that it is a non battery powered device.

Memory bandwidth is really power hungry. For mobile, the likely target market for the Vortex and similar, one really wants to do tile based rendering. Ideally the way IMG does it. Even though theoretical flops of modern mobile GPU’s is higher than some old discrete ones their memory bandwidths are way lower, so no running Crysis on modern mobile even though flops would indicate it would match a good discrete GPU back in the days.





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