M2 Ultra with Metal API versus RTX 4070 Ti and RTX 4080 using OpenCL
www.tomshardware.com
Some numbers from apps almost certainly much better tuned to take advantage of the hardware.
Huzzah, finally some form of a benchmark.
Thing is, I addressed that previously as well. Apps can far more readily take advantage of a multi-chip GPU architecture, if games scaled as well as apps both Nvidia and AMD would have brought MCM to the consumer market by now. There's no contention that the M2 performs great in GPU apps.
The very article you're citing:
Toms Hardware said:
Note that GPU compute tends to scale far better with multi-chip approaches than GPU graphics — think about Ethereum mining back in the day, where you could connect eight (or more) GPUs to a single modest CPU via PCIe x1 connections and they would all mine at basically 100% of their maximum performance. Not all compute workloads scale that well, but it's still very different than the scaling traditionally seen with real-time graphics used in games.
With directed developer support this chip would almost certainly be performing much better than the game comparisons.
Maybe, maybe not, due to the above, or other architectural quirks that are not so amenable to modern game engines atm. I just think if you're going to tout the gaming prowess of a GPU, you would use evidence of its gaming prowess. Death Stranding is the next big title up, I guess we'll see how it fares? Maybe it will buck the trend so far of being closer to 3060ti performance than 4070ti in games.
Regardless, on 'directed developer support' - do you seriously think Apple hasn't given engineering resources and assistance to Capcom, when they've been on stage touting their games coming to Mac/iOS in several keynotes by now? Sure, Capcom could have fucked it up, lord knows their PC ports can be a little spotty at points (from the DF review, it had massive shader stuttering on Mac OS at launch, but I don't know if recent patches have cleared this up). But Metal as an API is nearly 10 years old now, the M1 debuted 3 years ago. The platform is certainly not weathered, but it's not
that virgin.
I'm expecting performance to improve as both developer experience and OS/driver updates iterate, that much is obvious. And it's also obvious on many performance/watt metrics, the M1/M2's are in a class of their own - no one is saying they're not impressive APU's - I like them enough that I have 2, an M1 Mini and a M2 air. But game loads are highly variable in what they stress on a GPU, especially when compared to apps or benchmarking suites. We just don't have the evidence
at this point that Apple has demonstrated the expertise to create a high-wattage (relative to what a console would target) APU that is performant on modern gaming workloads. There's a lot of work that goes into designing a chip with a certain power envelope, you can't just hit the shrink/expand button and multiply performance or power savings by the die area.
Not to mention that in a console, developers could find ways to offload work to all the specialized function blocks present on the SoC.
If they're relevant to games, sure - the PS5 and SX already have many specialized blocks, heck the PS4 had a seperate ARM soc that handled stuff like drm and background downloading.
Perhaps even the multi-GPU architecture could be taken advantage of more readily if it wasn't abstracted like I hypothesized, albeit you probably don't want to make life for developers new to the platform more complicated than it already would be.
BTW, while all of this is interesting, we also have to bear in mind relative to inclusion in consoles, just what the M2 Ultra consists of - it's
132 billion transistors. The PS5 APU by comparison, is
11. Yes, that M2 has 64GB of on-package DDR5 ram with a wide bus that really bumps up those numbers, but that's a necessary part of its architecture to get that excellent bandwidth. The point is though, it's an
immensely complex chip that is in no way economically feasible for a $500 console, now or likely several years from now - there's a reason the cheapest platform you can get an M2 Ultra in starts at $4k. We're all just spitballing here of course with the next gen ~4 years out, but really at this point if we're going to bringing the M2 Ultra into the discussion, we might as well be hypothesizing about what a 6090 would look like inside a PS6 too. Neither is really applicable.
BTW#2 -
Just remembered Oliver from DF did actually do a dive on the M1 Max/Ultra comparing it to a 3090. Problem is though this was a year ago, so many of the games are not fully native. However IME, Rosetta games suffer very little performance loss when we're in GPU-limited scenarios, the far bigger barrier to performance in older titles are when games are using OpenGL vs Metal. Shadow of the Tomb Raider is one such game, it's Rosetta but uses Metal. Going by these numbers, the M1 Ultra certainly seems to fare quite a bit better relative to its PC counterparts than what we're seeing in Village:
That's putting the M1 more in line with 3070 territory. However, when I ran that benchmark on my own system, same settings:
...Oliver's 3090 results really don't jibe with this, he should be getting in the 80's* with those settings if my 3060 is pulling 47. Maybe a Nvidia driver update in the past year significantly upped performance? I do have an overlock but we're talking maybe ~2fps improvement with it. So another game where the M2 Ultra, assuming perfect scaling, would be performing maybe like a 4060? Better than Village at least I guess, but again, understandably not ideal as not fully native.
(Also of note though is the non-linear scaling you get from doubling GPU resources with the M1 Ultra over the M1 Max, further indicating you can't really take compute benchmarking suite results and translate that to hypothetical game performance.)
*ok I looked around the web - 3090's are getting 90-100+fps at 4K non-RT maxxed in the SOTT benchmark (and that includes HBAO+ which is quite a bit more demanding than BTAO). Those benchmarks were also around the 3090's launch, so it's not a recent driver update. No idea how Oliver got just 65fps here.