They create cards that are comparable to each other? 480 and 1060 are neck and neck for the most part. Good chance that balance changes as DX12 and Vulkan get designed around.
LOL close with what a 35% power difference? What do you think that comes from? Thin air? And just like Maxwell 2 midrange the 1060 isn't the most perf/watt card in the Pascal lineup....
Its not all about performance, its about everything the card can do, and its perf/watt is at Maxwell 2 level, which is just 2 years too late.
And if throw Fiji in here too, if it didn't have the water cooler to keep its temps at 50c it would have used well over 300 watts of power, and lets not forget the use of HBM, that gave it some power advantages too. 1 degree of chip temp increase 1 watt of power increase (there about) if leakage is in check, if leakage isn't in check, which btw it probably was not that is why it couldn't overclock. It would be more than 1 to 1 increase.
Don't try to fool me into thinking AMD has caught up with Polaris, they are still a gen behind. And Pascal actually increased their perf/watt more than what Maxwell/2 did.
No you don't. If that were the case, why does even Nvidia use an interposer for P100? Why does Fiji? The reasoning why it would work with an interposer as opposed to separate cards is pretty obvious. It's also the foundation of everything AMD seems to be working on in the CPU and GPU markets. We now have synchronization primitives with fences designed into the API, tiled resources that could map out memory in different pools, and an ample bus width to connect them so why not? Microsoft is wasting a lot of cash on multi-adapter development on DX12 if your argument here is true. Or is your entire argument here based on Nvidia didn't do it and are so far ahead it must be pointless? By the same argument any GPU can't have multiple CU/SMs inside, yet all of them do.
Wait a minute, really? I think you need to read up on what the limitations are for gp100 and why it needs the high bandwidth connect between the interposers, it only solves 50% of the problem for games, the data transport, that doesn't stop the need for using methods like AFR or SFR, for compute needs its totally different then gaming needs, gaming needs all the same problems exist. If it was that easy, AMD and nV would have done it along time ago.... Raja wouldn't have stated they need programmers to change the way they are working with engines prior to Navi for scaleablity. The problem is for gaming or any 3d 2d work, you need the rasterizes to be able to share the data, even the high bandwidth interconnects don't take care of that.....
BTW still waiting for the link where they solved the multi GPU problems? There is no such link otherwise it would have been talked about here. I guess the lead of the RTG just doesn't know what he is talking about. Maybe something like his dual rx480 comparison to the gtx 1080? Or are you saying you know more then him about their own tech and roadmaps?
Microsoft isn't wasting a ton of money with mGPU, actually they haven't really been pushing mGPU to developers AT ALL! Its up to them to implement..... MS doesn't need to push it, if a developer is implementing SLi or Xfire, it would be better to do mGPU because it will work on all IHV's and gives them much more control. But the problem isn't there, the problem is developers aren't creating engines that are mGPU friendly at least not yet.
If consoles are the driving force for games, the need for mGPU just won't be there. And yeah consoles are the driving force for game development for now. AMD's own strategy has hamstringed them in the pc gaming world, if as you say they are going to go to multiple gpus on an interposer. Outside of a niche product, for benchmarks top scores, I see no need for multiple GPU's on the same interposer at least for gaming cards, HPC different story that isn't about graphics.
If you know the pipeline stages and why it can't be done without programmers involved, then you will see why it hasn't been done, it has nothing to do with who has done what so far, it is do to hard limitations of the pipeline stages vs. programming. And since you went down the road of having multiple CU's and SM's are the same thing as having multiple GPU's, yeah I can full well say you have no idea of what you are talking about. You keep circle jerking around the actual problem, and not understanding why the problem even exists in current games today and since the advent of multi GPU technologies. mGPU is pretty much SFR and AFR tech, nothing really different, just that MS has now included them into their API, so IHV's don't need to worry about driver support for individual titles and creates a common code base.
We are not talking about compute here (or you like to say, scientific applications), which why you even brought up gp100 and its needs are, is just totally dismissive of the topic at hand which is multiple gpu's for games, doesn't matter if they are on the same interposer or what ever fricken configuration, the same problems for mGPU/AFR/SFR exists. Until the programming side is solved for more than 50% of the major game developers, then and only then will multi GPU's on an interposer, or on the same card, or having two cards in a system will ever be worth while in any type of system lower than an enthusiast grade system for benchmarking. Its not the type of card/system you make for a halo product, it has never worked well in the past, and never will work well, just a waste of resources and money which AMD is short of.