Where are you seeing the 32ROPs?
Eurogamer's article has the following quote from XBox Core Program Director Kevin Gammill:
We doubled the number of render back-ends, which has the effect of increasing our fill-rate by 2.7x.
2*16 = 32
What I don't know is where did ToTTenTranz get confirmation of Polaris architecture.
I said all GPU lower-level snippets they mentioned
so far are pointing towards Polaris: 2MB L2 cache, Delta Color Compression.
There's no mention of Vega's Rapid Packed Math, or just PS4 Pro's 2*FP16 throughput, or ROPs feeding on L2 cache (very unlikely since L2 cache didn't increase).
If they were using Digital Foundry to do the hardware reveal, it would have been the perfect place to mention these details.
The fact that they're not in the articles raises the chance of said capabilities not being present, but it's too early to speak of "confirmation" yet.
Yeah.The DF article reads like a PR panflet with little substance.
There is substance alright. There's specific CU/ALU amount, clocks, ROP amount, CPU architecture, etc.
It's infinitely more than what you'd ever see from Nintendo.
Though there are some cringe-worthy parts in the article, like:
Scorpio is set to receive support for Dolby Atmos for gaming, Dolby Atmos for headphones plus a Microsoft proprietary format called HRTF, developed by the Hololens team.
So Richard Leadbetter thinks Head-Related Transfer Functions are a "Microsoft proprietary format", "developed by the Hololens team"?
And here I thought the term related to Transfer Functions, which have been available for decades.