Which of the features is increasing Geometry Throughput of Vega architecture to up to 11 Triangles per clock with 4 Geometry Engines?
That "11 triangles per clock" figure is basically a lie from RTG's notoriously dishonest marketing department. It appeared only in the old architecture preview slides, and was part of a footnote claiming "over 2x peak throughput per clock" comparing to Fiji, which had no Primitive Discard Accelerator (introduced in Polaris). Note the careful use of the term
throughput, not rendering. What they really mean is that it can render 4 triangles/clock
and discard another 7 via the Primitive Discard Accelerator. There is NO WAY that Vega can
actually render more than 4 triangles/clock no matter what the programmer does.
Note that this tendentious claim does NOT appear on any of the release day slide decks.
Here is the release day architecture overview slides - please try to find anything backing up the 11 polygons/clock claim. It's not there, because that claim was always dishonest marketing BS. The emphasis in Vega slides is trying to reduce the amount of geometry the card actually has to render. When these tricks run out, Vega is bottlenecked. It WILL NEVER and CAN NEVER match GP102 in geometry-intensive games, because GP102 can
actually render 6 triangles/clock and Vega can only actually render 4.