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The quote of his I’m familiar with is regarding the original Xbox. Where he said if you code just for the console you can get 2x perf vs same spec PC. 2x has been generally stated by other developers also, and depending on the game it’s borne out in benchmarks, even requirements at times. The later into the console generation, and the more experience developers have pushing the hardware, the more it applies. How DX12 and Vulkan effects this I have not yet looked into.There is a point when you saturate internal bus transfers and take penalty hits. But CPU’s can scale really well.
IIRC John Carmack said if you take the Xbox performance in TFlops you have to times it by 6 to get the equivalent PC performance.
If you look at late generation 360 or PS4 games and find benchmarks using similar settings it demonstrates this.
However FLOPS aren’t directly comparable between architectures, and even less so between manufacturers.
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