Exactly. Every workload is "different" and you can record a thousand performance indicators, but basically there are only two independent factors - computational power and memory access bandwidth. Every other factor is dependent of these two variables which limit your maximum performance.
That is true, but you can extrapolate somewhat albeit not conclusively how both this and geometry are affected relative to the scaling of a design and at a high level what aspect is not equal to that.
Case in point TitanV while being BW/ROPs limited relative to V100 actually still seems to match core performance scaling of 42% as can be seen in heavy compute/BW application such as Amber, seems Nvidia were very accurate in understanding where they could cut aspects still to match the core scaling relative performance.
Point is sure it is being limited from an absolute perspective, but from a relative core performance scaling performance view the change is still equal not worst (specifically related to compute related and BW) and sometimes it needs to be looked at it from the relative scaling perspective; just saying as you are right but it is also valuable to have this other perspective as well.
The geometry side with Arun's tool is quite insightful and reflects what is being seen with game performance that is either marginal or only up to on average 18-25% faster than comparable Pascal with only one or two games closer to relative scaling performance (due to game compute related aspects), while certain rendering/benchmark operations also reflect lower than relative scaling .
For Titan V it seems that the computational power and BW is not the issue for hitting the relative scaling performance of 42%, but for now (may or may not be a solvable issue) something seems up with geometry and possibly comes back to this being the 1st time the geometry side has broken the 1:1 relationship with the architecture and has sharing/contention with SMs/TPC (even when allowing for 64 CUDA cores per SM rather than 128 design), comes back to Arun's tool and separately broad level of performance results when utilising said geometry although one outlier is Luxmark OpenCL with very high gains; some of this was discussed I think in the Volta thread.
I appreciate this is focused on Nvidia, but fundamentally it also fits here when looking at performance from both an absolute gain/limitations and relative scaling performance/limitations, with primary factors that go beyond computational power and BW in this context.