I agree with you guys about most stuff you said on xbo hardware, but I feel like two more CU's would have gone a long way to saving the "botched" hardware. As the MS guy said, it was a 16.6% flops increase vs the 6.6% clock increase we got. I know the latter is much more broad and didn't just bring up the flops, but it's still a huge difference.
You know that they tested a real configuration with those 2 CUs unlocked and they weren't satisfied with the results.
They said they ran existing code on it and the clock bump gave more results, but on it's face that was shortsighted. Of course code designed for 768 shaders is going to get faster with a clock bump than throwing two more CU's at it (when it's not shader limited to start with). It always struck me as a very poor response, unless they didn't mean it as they said it.
Every one of the Xbox One dev kits actually has 14 CUs on the silicon. Two of those CUs are reserved for redundancy in manufacturing. But we could go and do the experiment - if we were actually at 14 CUs what kind of performance benefit would we get versus 12? And if we raised the GPU clock what sort of performance advantage would we get? And we actually saw on the launch titles - we looked at a lot of titles in a lot of depth - we found that going to 14 CUs wasn't as effective as the 6.6 per cent clock upgrade that we did. Now everybody knows from the internet that going to 14 CUs should have given us almost 17 per cent more performance but in terms of actual measured games - what actually, ultimately counts - is that it was a better engineering decision to raise the clock. There are various bottlenecks you have in the pipeline that [can] cause you not to get the performance you want [if your design is out of balance].
So, it seems they took existing 1st party launch games, already designed for 768 SP's by definition, and surprise! Throwing more shaders at them didn't do much...
And the idea that the hardware was just magically balanced where it could not use any more CU's is just silly. Such a cutoff point never exists. At worst you'll get diminishing returns (and in a console box, even that would be dubious, if you give closed box programmers more resources in any area, they'll use them). Hell sebbi on here has given examples of compute that dont use bandwidth.
Nick Baker framed it as a choice, clock bump or two more CU's. Surely enforced by shortsighted bean counters. They should have done both, or even failing that at least just the CU's IMO.
And lets not forget Baker was still throwing around the balance BS, and casting XBO as somehow making up it's specs deficit by being more "balanced". Nonsense.
BTW what have devs said? Well it's been mixed what little they've said, but at least CD Project Red specifically brought up lack of shading as a problem on XBO. This was in response to the DX12 claims. They said, DX12 wont address the real problem, it will let you throw more triangles, but the XBO's problem is shading them.
http://www.cinemablend.com/games/Xbox-One-Unlikely-Hit-1080p-With-DX12-Says-Witcher-3-Dev-66567.html
GamingBolt managed to get in word with CD Projekt RED's lead engine programmer, Balazs Torok. He's currently hard at work on the upcoming
The Witcher 3: Wild Hunt for the Xbox One, PlayStation 4 and PC, due for release next year.
GamingBolt asked about whether or not the implementation of DirectX 12 software tools would raise the Xbox One's capabilities for hitting native 1080p in games, as well as what sort of effect it could have on the video game development scene for PC and Xbox One. According to Torok...
“I think there is a lot of confusion around what and why DX12 will improve. Most games out there can’t go 1080p because the additional load on the shading units would be too much. For all these games DX12 is not going to change anything,”
“They might be able to push more triangles to the GPU but they are not going to be able to shade them, which defeats the purpose. To answer the first question, I think we will see a change in the way graphics programmers will think about their pipelines and this will result in much better systems hopefully.”
Anyways it's off topic I guess, but I dont have much more to say on it than the above I guess, that's my position.